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1379100 Posts in 65664 Topics- by 58029 Members - Latest Member: ockpii

July 11, 2020, 09:46:24 PM

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TIGSource ForumsCommunityDevLogsCrate Before Attack - Grappling Hook Multiplayer
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Author Topic: Crate Before Attack - Grappling Hook Multiplayer  (Read 772 times)
koalefant
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« on: May 29, 2020, 04:46:46 PM »

Crate Before Attack is a multiplayer game where frogs combat their friends while navigating a landscape with their sticky tongues. It is a hybrid of a realtime and turn-based game and is inspired by roper schemes of Worms Armageddon.

Game highlights are:
  • Grappling hook focused gameplay;
  • Fun physics;
  • Procedural animation;
  • Online and local multiplayer;

There is a playable build online available.

Here is how early gameplay looks like:





Links:
« Last Edit: June 03, 2020, 10:32:23 AM by koalefant » Logged

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koalefant
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« Reply #1 on: May 29, 2020, 04:55:11 PM »

The game is four months in development. It is being built with Rust as both Desktop and WebGL application using miniquad crate.

Here is a video of some early attempts to implement physics:



(the map credit goes to Dreadson)

And a later improvement thanks to persistent contacts described in GDC2006 Box2D-Lite turorial by Erin Catto.




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koalefant
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« Reply #2 on: May 30, 2020, 05:07:31 PM »

At the moment I am working on AI and it is now able to both attack and retreat:



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koalefant
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« Reply #3 on: June 01, 2020, 03:05:04 PM »

Here is an earlier visualization of decision tree of AI doing navigation:



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Ashedragon
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« Reply #4 on: June 01, 2020, 03:08:18 PM »

Sounds kind of interesting so far, though the main gameplay conceit isn't quite clear.  Interested in seeing more videos as it progresses!
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koalefant
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« Reply #5 on: June 03, 2020, 10:31:42 AM »

Sounds kind of interesting so far, though the main gameplay conceit isn't quite clear.  Interested in seeing more videos as it progresses!

Thanks! Smiley From the gameplay, it is a mix of a turn based strategy with a platformer. Each player has a team of frogs, and does turns one after another attacking the other side (similar to Schorched Earth or Worms). The turn itself however, is real-time, one gets limited amount of time, but can move freely and motion mechanics is similar to grappling hook in some platformers.
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koalefant
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« Reply #6 on: June 06, 2020, 03:57:53 PM »

I was working on improving normals for physical contacts against terrain and those are way more stable now.

Red - old one using naive signed distance field gradient.
Green - new one using convex shape of local terrain fragment generated with Graham scan.



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koalefant
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« Reply #7 on: June 20, 2020, 02:06:31 PM »

This week I am working on in-game visual scripting:



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koalefant
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« Reply #8 on: June 29, 2020, 03:38:39 PM »

I just added for level art to the game:



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koalefant
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« Reply #9 on: July 08, 2020, 06:27:57 AM »

Second map is in, This time with Dinosaurs!



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koalefant
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« Reply #10 on: Today at 05:09:22 PM »

Playing a bit with eye animation:
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koalefant
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« Reply #11 on: Today at 05:09:55 PM »

And this week I have been working on Golf-Club weapon:
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