Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411283 Posts in 69325 Topics- by 58380 Members - Latest Member: bob1029

March 29, 2024, 12:18:32 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsHonest Abraham
Pages: 1 [2]
Print
Author Topic: Honest Abraham  (Read 7928 times)
trybaj
Level 0
**


View Profile WWW
« Reply #20 on: June 28, 2009, 10:40:29 PM »

I think the cartoon look is too simple, so here is a test shot of a slightly more detailed version. Still searching for the right look...

Logged

trybaj
Level 0
**


View Profile WWW
« Reply #21 on: July 18, 2009, 07:07:02 AM »

After a long journey across Asia, I'm finally back in the USA. I'm dealing with reverse culture shock, and trying to get my life sorted.

I haven't been able to do any concrete work while traveling, since I didn't have my laptop with me, but I have been doing some design. Right now, I'm making decisions about how Abraham should interact with his enemies.

The goal from the start was to have this game hinge on physical interactions- that's the whole justification for the way his beard works. The hard part is dreaming up fun physical interactions that can be used to defeat enemies. Right now, there are only 2 ways:

1) Pick up the bad guy and shake him until he dies.
2) Catch the projectile the bad guy shoots at you, and throw it back at him.

These are fine, but not sufficiently enjoyable to make a whole game with. So, I need to dream up more interactions. Here are some of the ideas I'm working on.

1) Pull-apart enemies
These bad guys have vulnerable body parts attached to tentacles. They will die once Abe pulls all of the vulnerable parts off.

2) Timing pull-aparts
The vulnerable parts are only available during short periods of time. For example, an enemy that breathes fire will open his mouth, present the vulnerable part (on the tip of his tongue) and then cover the area with fire. These come in "pre-attack" and "post-attack" flavors. The example enemy is a pre-attack timing pull-apart. A post-attack will make the vulnerable area available shortly after attacking Abe.

3)Regenerating pull-apart
All of the pieces must be removed quickly, or they will start to grow back.

4) Dodging pull-aparts
The pull-apart body parts move around to dodge Abraham's attacks.

All of the above enemies can be killed just by using good timing and Abraham's beard. Some enemies, however, can only be killed after the player has collected certain items. The first collectible item will be a knife. All weapons are wielded using the beard. If a weapon is equipped, it changes the behavior of the beard. For example, the beard can no longer grab objects when the knife is active.

5) Weapon-vulnerable enemies
These can only be killed by a specific weapon- Knife, gun, missle, electric shock.

6) Weak-spot enemies
These enemies have certain locations that must be attacked in order to kill them. Attacks on other areas will not harm them.

7) Timing weak-spot enemies
The weak spots are available for a short time before or after an attack.

8) pull-apart weak spot enemies
The weak spot is only available after removing all of the pull-apart body parts.

The other half of the enemy design problem is deciding how the enemies attack Abraham. I'll discuss my ideas in another post.
Logged

MultiPigeon
Level 0
**


Executive Walrus


View Profile
« Reply #22 on: July 27, 2009, 10:15:38 AM »

Oh my. I was laughing my rear off when I saw the menu with added beard pointer.

The whole idea for this game is great. I'm already guessing plot twists.

I really hope you finish this game. It will make up for my inability to grow a beard.
Logged

My creative side is as big as my lazy side.
The possessor of many ideas.
The accomplisher of few.
trybaj
Level 0
**


View Profile WWW
« Reply #23 on: August 20, 2009, 08:06:57 AM »

I'm extending the Tentacle class to build the pull-apart enemies. I think I'll be able to get some easy enemy variety by making a handful of end-effectors for the tentacles.

Right now the shield pull-apart is the only one I have up and running. If an enemy has at least one shield ball, Abraham will be unable to pick up or injure it. Abe can remove the shield balls by grabbing them with his beard and pulling them off. Here's a small, jpeggy pic of a tentacle crab with 3 shield pull-aparts and one normal tentacle.

http://3.bp.blogspot.com/_csq4GnbbnOg/SoY75zYvtMI/AAAAAAAAAA8/KdNu6CVJrNs/s1600-h/pullapart.jpg

I also changed the death animations to something a little more dramatic. Earlier, when an enemy died his body would disappear and a ghost would pop out and float away. Now, his body explodes into a bunch of little gibs that bounce off walls and objects. It's much more satisfying. The gibs are subject to the physics engine, so when an enemy is blown up by a rocket or grenade, his gibs will react accordingly.

http://2.bp.blogspot.com/_csq4GnbbnOg/So1zTrNc00I/AAAAAAAAABE/0pMtLtk3-y8/s1600-h/gibs.jpg

Currently I'm working an an inventory system for Abe. He is going to have to collect weapons and items to solve puzzles and advance through the game. He'll be storing all of his goodies in his hat. When he wants to put away his gun for example, the player will drag it over his hat and plop it in. To pull something out of the hat, the player will press an inventory button which will cause the stored items to display themselves radially around Abe's head. Clicking on one of these will take the item out of the inventory and attach it to Abe's beard.
Logged

trybaj
Level 0
**


View Profile WWW
« Reply #24 on: September 03, 2009, 08:20:47 PM »

Here's a video that shows some of the stuff I've been working on.

Abe can now use guns, although so far there's only one handgun, and he can store the gun in his hat if he wants to use his beard. The user can right click to stow away inventory items or to bring up the inventory menu.

This also illustrates the pull-apart enemies I talked about earlier, although I guess there's a case to be made for calling them shoot-apart enemies!

I'm working on getting the feedback loop right while applying forces on the gun so it spends more time pointed in the direction of fire. The bullet will always follow the line of Abe's beard, and I'd like the direction of the gun to reflect that. I have to use my physics system to do it though, or else collisions with the gun, and its reaction to the beard's movements will get funky.





As always, feedback is much appreciated. The demo linked below is not the most up to date, but it does reflect the first build on my new Windows dev system. Can someone check it out to make sure I didn't miss any dependencies? Also, is there a way to embed vimeo videos here?
Logged

trybaj
Level 0
**


View Profile WWW
« Reply #25 on: January 16, 2010, 02:17:39 AM »

I'm forcing myself back into this project. I started a new job a few months ago, and have been devoting most of my programming juices to bringing home the bacon. I'm bribed myself back to Abe by picking up a Wacom tablet.



On the programming end, I've started putting together the audio system. I think I put this part off for so long because I really don't know how I'm going to scrape together sound effects and music that don't sound cheap. Trying to regain the rhythm so I can make some tangible progress again.
Logged

Curseman
Guest
« Reply #26 on: January 17, 2010, 05:10:04 PM »

Keep at it!
Logged
deathtotheweird
Guest
« Reply #27 on: January 19, 2010, 07:24:50 PM »

Yes, please. I really want to fling rockets with Lincoln's beard. This just seems too awesome.
Logged
Martin 2BAM
Level 10
*****


@iam2bam


View Profile WWW
« Reply #28 on: January 19, 2010, 07:37:55 PM »

Beard-based gameplay action


I feel the butterflies in my belly Kiss
(Oh wait... it was actually my beard)
Logged

Working on HeliBrawl
trybaj
Level 0
**


View Profile WWW
« Reply #29 on: January 23, 2010, 10:53:19 PM »

I've got the memory management stuff done for the audio, so I can cache recently used clips and stream longer music. There's a little coding work left, but mostly just housekeeping to make sure the audio plays nice with the menus. Also, I need to add hooks to entity events so I can put audio info into the level data files. So now, I just have the slow and arduous process of creating assets ahead of me. I'm piecing together sound effects as well as I possibly can. The Bamboo tablet has made the art side of things much easier, maybe I need to get my hands on a synthesizer to super charge the audio process as well.

Logged

trybaj
Level 0
**


View Profile WWW
« Reply #30 on: February 22, 2010, 10:42:18 PM »

I've been moving forward on a couple of fronts. I'm continuing to add sound effects, and I'm happy with the depth just a few key clips can make. I worked on my animation tool, so it's easier to build and preview complex animations without a lot of hand editing of data files. I also squashed a few bugs that were making the animation process unbearable. It's resulted in more natural looking animations for the bad guys, but my bipeds still look too choppy in my opinion. I might just need to play with the time between key frames to slow it down a little.

I've fallen in love with my tablet, which is a blessing and a curse. I spent about a week redoing two of the bad guys. I think they look a lot better now, but at some point I have to stop tweaking and just move on. I would have had to re-do them as some point anyway, since using the tablet has given my drawings a much different feel. Either way, they're redone now, so I can move on.

My first new character is a bartender NPC. One of the areas that opens up to the player after escaping Ford's theater is a pub that's been overrun by tentacle slugs and gremlin dogs. The bartender's anxious to get everything back in order before the play lets out, since the after show rush is the best business he gets all week. You've got to admire a businessman so focused on the bottom line that he's less fazed by mutants than he is by the prospect of losing some dough.

The bartender and Lincoln chatting in-game.


The new gremlin dog and tentacle slug trying to kill Abe.


The bullet trails look cooler in motion, but here they are anyway.

Logged

Curseman
Guest
« Reply #31 on: April 03, 2010, 03:37:11 AM »

So how far along is this whole thing?  Should we expect a release of any kind sometime soon?
Logged
lnsine
Level 0
**



View Profile
« Reply #32 on: April 03, 2010, 07:46:03 AM »

I'm in love with the bartender's style. Stretch that out through the game and it will be magnificent  Gentleman
Logged
Quicksand-T
Level 4
****


@Quicksand_T


View Profile WWW
« Reply #33 on: April 03, 2010, 12:03:25 PM »

 My Word!

Those newest screenshots are awesome! The gremlin dog is amazing.
Logged

trybaj
Level 0
**


View Profile WWW
« Reply #34 on: April 04, 2010, 09:48:49 PM »

My latest dev work has to do with improving the quality of the AI. I was making do with a pretty rough waypoint path finding system, but I was unhappy with the results. There were too many cases where an enemy would fail to follow the player to an area they should be able to reach, or even worse where they would try to jump across a gulf they should be able to cross, but fail because they jumped without first building up enough speed.

I threw in a full decision tree, hoping I could get a single enemy to look ahead 10 frames or so, evaluating all of his movement options. I was able to get much better behaviors, but it was eating up too much of my cpu. I decided to start optimizing the decision making cycle a bit to see if I couldn't make it work, when I discovered that my poor little game has an ugly memory leak.

Forward progress is going to halt until I get this thing sorted out.

Otherwise, I was on a pretty good tear. I more or less finished sound effect/music system and refined the look and feel of the first levels. Abraham is a bit more polished now, since I brought him in line with the cartoony look by tossing the elements that had originally been photographs.

I don't want to make any promises about a demo release, since this project's saving grace is that it does not have to adhere to any sort of schedule. I have a good idea of where I want to get before putting it out there to fend for itself, but I hope the polish will pay off. Once it's out there in the wild, I want to be able to follow quickly with more content. For that to happen I need the engine to be nailed down, and I need my art workflow to be as painless as possible. The final game is going to be too big to do all in one go, so I will certainly be releasing it in chunks.

Also, I get myself into trouble on this project by skipping crucial things like writing unit tests. It's a part of the day job that often feels like you're just turning the crank, but smart testing could have prevented this memory leak from surviving until so late in the game. Since this is a hobby project, I skipped the stuff that felt too much like work and now I'm paying the price.  Embarrassed

Logged

Pages: 1 [2]
Print
Jump to:  

Theme orange-lt created by panic