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TIGSource ForumsCommunityDevLogsMonomyth - A first person action RPG/dungeon crawler [GREENLIT]
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ManuScythe
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« Reply #20 on: July 03, 2017, 11:56:09 PM »

Wow I think I am i love  Kiss

It's like a 1st person Severance but with scandalously better graphics AND character building.

Definetly following!
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DuelCide A Dark ARPG about dueling, taking lives & dealing with consequences.
RatTower
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« Reply #21 on: July 10, 2017, 04:32:42 AM »

Got quite a bit of work done this weekend.

Finished a treasure chest. Gonna add two more, for smaller items.

Also added a stateful blueprint concept, which basically allows me to save blueprint states in an easy way (stuff like keeping opened doors open after reload).

I wanted to add some lockpicking mechanics, however I created a fountain the player can drink from first.
In the end I want players to be able to draw water from those, revealing whether it is clean (healing stamina and health or mana) or if it's dirty (giving the players debuffs or poisoning them).
Probably gonna do that today.

Hopefully I'll soon find the time to do a full update with screenshots and everything. Anyway here's a fountain sculpture that will sprinkle water in your face. Or breath fire. Not sure yet:



(if you put your lips on the screen it will give you a little smooch)
« Last Edit: July 10, 2017, 04:38:27 AM by RatTower » Logged
Schrompf
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« Reply #22 on: July 10, 2017, 04:45:25 AM »

(if you put your lips on the screen it will give you a little smooch)
It worked. Impressive!

On a different note: please don't create "random" effects from wells that the player can only discover by trying out. This only forces players to Save/Load magic. Put some clues, like rotten stuff floating in the water, so that distinguishing the "good" wells from the "bad" becomes a world trait the player can learn. Thank you.
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RatTower
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« Reply #23 on: July 18, 2017, 12:39:31 AM »

Added those smaller treasure chests

https://twitter.com/rattower/status/886296503400230913

Also made a crate with the same functionality for the more shady regions in the game. Anyway, this week I'll really add those lockpicking mechanics.

At the very least in the form of a simple dex check. Later possibly with more complex mechanics. We will see whether that makes it into the alpha.
Talking of which, I started designing the first area for that demo.
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RatTower
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« Reply #24 on: August 27, 2017, 06:11:59 AM »

Not dead by the way.
Currently working on that alpha level and mechanics.
Also started adding gamepad support, for the full King's Field experience.

Talking of King's Field, I saw what Underworld Ascendant did with their logo, and made this for fun:



Kinda like a subtle hint or tribute. No idea if it will make it into the final game. Either way, here's a WIP screenshot of that new area:



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RatTower
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« Reply #25 on: September 10, 2017, 02:22:12 AM »

Some WIP screenshots of the area I'm currently working on (no detail pass yet)
Trying to make good use of some modular assets I made.







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RatTower
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« Reply #26 on: September 14, 2017, 12:39:33 AM »

The area I'm currently working on is coming along nicely. Hopefully by the end of the week I'll be able to post another map overview. I want to have about a third of the area done by then, but we'll see.



Either way I hope the entire zone will be done by the end of October. After that I'll probably focus on making better animations and polishing the game logic a bit.
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RatTower
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« Reply #27 on: September 17, 2017, 05:25:45 AM »

Can't have enough secret treasures.

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RatTower
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« Reply #28 on: March 05, 2018, 10:44:35 AM »

Monomyth - The last few months 1/3

This place isn't up to date with the current development of Monomyth. So let me quickly get you people up to speed. Most of this stuff is hidden behind twitter links, where I normally post updates, sorry for that. Anyway, this is what happened over the last few months:

I started out making a couple of assets.



I then worked on character status effects:

https://twitter.com/rattower/status/919385383045160966

https://twitter.com/rattower/status/919382876201897984

And more assets:

https://twitter.com/rattower/status/919208630070730753

I also implemented a system for item combinations. That system will mostly be used for puzzles, but it can be used for crafting as well. For example for baking bread:



Of course I also made fitting kitchen assets for that:

https://twitter.com/rattower/status/924331342866911232



I also made a test level

https://twitter.com/rattower/status/928545651285258240

https://twitter.com/rattower/status/931965062092378112

Carrying and throwing certain objects made it in too:

https://twitter.com/rattower/status/932090199689060352

Then I switched to Unreal 4.18 which really changed development thanks to Unreal's new animation import.

Continued in part 2…
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RatTower
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« Reply #29 on: March 05, 2018, 10:45:37 AM »

Monomyth - The last few months 2/3

As I said, switching to Unreal 4.18 really changed development. Thanks to the new animation importer i could finally start working on new animations:

https://twitter.com/rattower/status/949722815430889475

As a result I also started making assets for two handed weapons.




And for outdoor areas as well:

https://twitter.com/rattower/status/944671413289484288

Here and there I also added things to existing systems. For example now you could also cook fish.



I also polished some scenes, to be roughly what I want visually from this project:









And then the big code rework came.

Continued in part 3…
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RatTower
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« Reply #30 on: March 05, 2018, 10:46:31 AM »

Monomyth - The last few months 3/3

So in january I realized I'd make my life a lot easier if I reworked core components of the code to prepare it for AI. And that is exactly what I did for the next few weeks. That and I also reworked the UI:

https://twitter.com/rattower/status/957413165146497024

https://twitter.com/rattower/status/962405636985237504

But I also kept making new assets:



https://twitter.com/rattower/status/959945390446477313

And new weapons:

https://twitter.com/rattower/status/964965633468391424

https://twitter.com/rattower/status/965250994320936960

And once all of that was nicely in place I started working on the AI. Which is where I am now:

https://twitter.com/rattower/status/968314399487397888

https://twitter.com/rattower/status/967442776509083648

And from chaos like this…



I'm slowly moving to more organized enemies:

https://twitter.com/rattower/status/969301588333486080

https://twitter.com/rattower/status/970017785614127104

https://twitter.com/rattower/status/970035045594533888

And that's where we are now.
I guess I'll try keeping this thread up to date in the future.

Either way, thanks for reading!

rattower
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RatTower
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« Reply #31 on: March 18, 2018, 06:06:29 AM »

In case you ever wondered, just how big that code rework I kept talking about was, basically everything is now the same kind of entity (player, friendly NPCs, enemies).
This way of dealing with characters offers a couple of nice opportunities, like playing the game with an enemy NPC:



Whether it will be utilized this way in the end is another story, but it makes dealing with AI much easier.
Talking of which, I also worked a bit on the AI perception system. Enemies now investigate noises (animations are still rough).




I was also planning out some zones, which seems to go into the right direction now, but that's mostly on paper for the moment.
Next up: Tweaking alert states and after that combat.
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Eskema
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« Reply #32 on: March 18, 2018, 06:51:50 AM »

As a Kings field fan I can't wait for this Smiley
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RatTower
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« Reply #33 on: April 03, 2018, 10:32:58 AM »

Quick Update:

Been working on combat and level design.
Thanks to a blender plugin level design iterations are now much faster.
Generally I'm following the 11 step approach (naturally it takes me more than just 11 days to make a region, since I create my own assets), however blocking out was always kinda bothersome with UE4's standard tools, so that plugin really helps a lot. There's also Mesh Tools, but I haven't tried that yet. I imagine combining those two plugins might work out nicely.





So the general approach is blocking out, placing items/enemies, playing it, fixing it, replaying it etc etc.
Once an area works out gameplay-wise I add details/lighting/and so on.

With regards to combat I've mostly tweaked animations and character states:



(Lock on is fully optional by the way)

Other than that most changes happened in the background.
It's not entirely implemented yet, but technically combat works like this:

You have a base attack value, made up of a Slashing/Bludgeoning/Stabbing percentage.
Your enemy has a base defense value, made up of the same. The formula for damage is relatively simple at the moment: Damage is the sum of all attack values reduced by their respective defense values.

Whenever you hit an unsuspecting enemy it is a critical hit.
Critical hit modifiers depend on the weapon and their respective purpose. Meaning, with a dagger a critical stab is "more critical" than a critical slashing attack.
I might still introduce an additional modifier for attacks from behind. Still gotta experiment with that since it might have a strong impact on balance. It could work out nicely if armor weight actually has a (strong) impact on sneaking. The sneak attack is supposed to give the Thief playstyle an advantage over enemies to compensate for their lack of armor. Another thing I was thinking about was combat noise, where daggers are very quiet, while maces or hammers are very loud. That doesn't make all that much sense but it might add a nice component gameplay wise. I also have to experiment with that.

Anyway, every regular weapon can parry. However, the weight of the weapon determines the result. You can't parry a heavy hammer with a measly dagger. Or at least not very well.
The bigger the weight gap between your and the attacker's weapon, the more punishing parrying gets. This goes from losing precious stamina to basically having your defense broken from a single attack.

Parrying being rather punishing is also the reason why dodge jumps exist, which can be seen here:



This is actually an older gif without pain stun animations. I should note though: Only "full" attacks can pain stun enemies. Every attack costs a certain amount of stamina. Technically you can also attack if you are out of stamina. However those won't be full attacks (and have reduced damage). At the moment you need to bring up at least half the stamina for an attack to produce a pain stun.

There are minor and major painstuns.
Minor painstuns are just a small animation when the enemy is hit. They can delay attacks. They can't interrupt an attack.
Major painstuns are longer animations that interrupt attacks. They only occur when the enemy is out of stamina.

Blocking is essentially a better/less punishing form of parrying.
Stamina costs for blocking depend on the shield's stats and your defense can only break open if you run out of stamina.

Having your defense broken results in slower movement and being unable to counter-attack for roughly a second.
One thing I might still add is a strength bonus for blocking as well as a dexterity bonus for parrying.
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Ninety
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« Reply #34 on: April 07, 2018, 03:18:02 AM »

I can't believe this is a one-man show. Looking great!
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Schrompf
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« Reply #35 on: April 09, 2018, 02:59:56 AM »

Great to see you're still going well.
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RatTower
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« Reply #36 on: May 19, 2018, 07:27:10 AM »

Currently getting back on track, making a lot of nice progress, especially with regards to level design.
I finally found a proper workflow, that allows fast design iterations, which was really important to me. Level design in basic Unreal is a bit of a slog, since the engine's core tools are a bit limited.
Obviously Monomyth is a game focused on interior levels, so it needs a different bunch of tools - something closer to classic level design as seen in games like Quake or Thief.
As mentioned before I'm using Level Buddy (a blender plugin for Doom/Quake styled level design), but the real key to classic level design is the combination of level buddy with an Unreal Plugin called Mesh Tools.

On their own these tools are neat, but each one of them comes with a couple of drawbacks. Level Buddy crushes your texturing every time you rebuild your map and Mesh Tools - at least to my knowledge - doesn't have those comfortable boolean unification options (i.e. you create, for example, two cubes and unify them into one mesh, leaving you with a new shape - this is bacially how level buddy works). Together however they are perfect for what I'm doing. Level Buddy allows fast blockouts/geometry creation and Mesh tools allows fast (in-engine) UV projection (that also includes texture scaling - which is bothersome if you have to switch between Blender and Unreal all the time). So my level design workflow currently looks like this:

1. Gathering reference material
2. A really quick doodle of the area's outline.
3. Blockout in Level Buddy
4. Import into Unreal
5. Testing, cutting stuff, changing it again, bascially going back to 3. a couple of times - in this phase the design from 2. changes a lot. I tend to combine this with basic Unreal block brushes to roughly measure the scale of an area.
6. Once I'm confident about a part of the map, I snip that part off in level buddy and separate it into its own mesh.
7. Then I work over that isolated part again. I also do a quick UV projection (texturing) with Mesh Tools - this is like two or three clicks, so I can still change the level in Level Buddy afterwards
8. Then I continue with various detail passes - especially placing modular assets (like wall decorations in a castle or pillars in a cave)
9. I do this for every part of a level. Once the isolated parts of an area come together I also tend to make small in-engine changes on the geometry, polishing and fixing stuff - again with Mesh tools.

During all of this I also play around with the lighting a lot.

And that's basically it. Of course before any of this I need a rough idea, what the challenges in an area are. I like to define those very loosely though and slowly fit them into the level as it comes together. Makes the design phase a bit easier - also lets you think about the level more logically - from what I know this is basically what Thief did - where a castle wasn't just a bunch of hallways, but actually an environment where people could live in - you had kitchens, living rooms, servants rooms, bed rooms etc.
This is where the design principle clashes a bit with the King's Field side, which was entirely focused on challenge when it came to level design. It had secrets where secrets technically didn't make all that much sense and the entire ancient city doesn't have a single bathroom. So there is a challenge in marrying those two approaches towards level design. It works out surprisingly well so far, but in doubt I'll always go with the King's Field approach, since interesting gameplay is still my primary focus. This is especially valid for secret walls, traps and puzzles.

Anyway, the alpha level is coming along really, really well. Here are a couple of WIP screenshots:









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