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TIGSource ForumsCommunityDevLogsRobot Unknown [working title]
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Pemanent
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« on: November 03, 2021, 08:35:58 PM »

Robot Unknown
[working title]

Monster collector + Loot and procedural generation + realtime battles

Game loop. Collect monsters, fight battles, get loot to power up your monsters to collect more monsters.
Writing my own custom engine in c++ because I want to.
Project is still very early days. This is a personal project which I plan to work on for years.


Now some gifs

Some initial inventory and ability equipping. Three ability types, active, passive and support.



PBR rendering




Dungeon generation



Automated testing of abilities


« Last Edit: November 04, 2021, 08:45:34 AM by Pemanent » Logged

Beastboy
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« Reply #1 on: November 04, 2021, 06:52:41 AM »

Interesting design, is your robot visual inspired by hower robot from fallout?
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Pemanent
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« Reply #2 on: November 04, 2021, 08:47:27 AM »

(oops thread title typo fixed)

hmm no real inspiration really. Just messing around in Blender.
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Pemanent
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« Reply #3 on: November 06, 2021, 08:32:56 PM »

Next task is to add a 4 more monsters. First up is this tanky dude.

Current name is Legion but I'm open to suggestions!


Also, I know my art is a bit rough. I'm a programmer not an artist, so I'm doing the best I can. I think my 3d abilities are stronger than my 2d though.
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Beastboy
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Happy birth day mom!


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« Reply #4 on: November 08, 2021, 01:59:32 AM »

Your art is fine and i like this new robot design
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Pemanent
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« Reply #5 on: November 08, 2021, 04:04:27 PM »

Glad you like it beastboy!

Another new one. Current name Pill. Much happier with how this one turned out. It will be a quick light attacker one.
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Beastboy
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« Reply #6 on: November 08, 2021, 07:45:30 PM »

The first robot design say tank build, robust, big health, slow, while this new one expres build for speed.it is nice how much you ca tell just by looking on design
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Pemanent
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« Reply #7 on: December 01, 2021, 09:23:34 PM »

Frustum culling Smiley
The real reason to write my own engine is to learn all this engine level stuff.
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Pemanent
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« Reply #8 on: December 06, 2021, 09:57:45 PM »

V2 of the movement.

v1 used navmeshes which I built by hand. So each title had its own navmesh, which was very inefficient.
Movement isn't a core differentiating factor of the game, so if I simplify it and assume everything is on the same plane. Then I can just do simple 2d collision checks. I can still support multiple z-heights through ladders and such.


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Blink
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« Reply #9 on: December 08, 2021, 11:23:04 AM »

These gifs are great. Good luck with the project!
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Pemanent
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« Reply #10 on: December 12, 2021, 03:40:15 PM »

Thanks! At least a few more years of gifs to come.

getting random walkable locations. Not going to do any pathfinding currently. Hopefully I'll never need it. I don't plan on any enemies needing to move beyond the small area they're in.

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Pemanent
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« Reply #11 on: December 14, 2021, 09:58:00 PM »

I haven't decided what platform I want to release on.
I want to support both.... but alas I am only a single human.



I'm leaning toward Android currently.
Thoughts?
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Pemanent
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« Reply #12 on: December 24, 2021, 10:28:33 PM »

Been fighting a bug all week.
Discovered I wasn't requesting a depth buffer when opening the display context.
This is the type of learning I'm hoping to get by writing my own engine, but man sometimes is it frustrating.
I'm not the smartest, but I might be the most persistent.
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Pemanent
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« Reply #13 on: December 29, 2021, 03:10:49 PM »

Slight change of design.
You're going to be fighting generic enemies which will drop parts for you to craft your team. This is instead of fighting other monsters that you then catch.
I think this way will make designing enemies and your own monsters easier. If they're the same then they have to be fun to fight against and to fight with which is a harder design challenge.

Here is one of those generic opponents.
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Beastboy
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« Reply #14 on: December 29, 2021, 04:05:11 PM »

Very unique design, i like it
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Pemanent
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« Reply #15 on: January 07, 2022, 04:42:59 PM »

Here is all the time I spent working on this in 2021. Total of 698 hours.
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Alain
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« Reply #16 on: January 10, 2022, 12:25:58 AM »

Here is all the time I spent working on this in 2021. Total of 698 hours.

Nice, keep it up! It's good to see I'm not the only one meticulously logging their hours Wink
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Pemanent
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« Reply #17 on: January 10, 2022, 11:29:06 AM »

Thanks! I'm super meticulous about it. I log my hours for my whole life actually.
I think average about 2.2 hours a day isn't terrible. I am a bit sad that the average is trending down slightly.
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Beastboy
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Happy birth day mom!


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« Reply #18 on: January 10, 2022, 07:40:39 PM »

If its what makes you happy than it is worth the time invested.
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Pemanent
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« Reply #19 on: January 10, 2022, 09:40:51 PM »

Quote
If its what makes you happy than it is worth the time invested.
In the moment is not so fun. Its mostly work and I'd rather be lazy. But looking back at my past I'm glad to have spent time working on large projects. I certainly get a deep sense of satisfactions from this.


aaannndd aabb-v-ray collisions
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