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TIGSource ForumsCommunityDevLogsRobot Unknown [working title]
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Pemanent
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« Reply #20 on: February 12, 2022, 10:52:02 PM »

Over a month since my last gif. Lots of progress just haven't felt like posting. Here is some UI and inventory work tho.

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Beastboy
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« Reply #21 on: February 21, 2022, 12:51:21 PM »

Interface is very user friendly and clean, I like it
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mobilelast
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« Reply #22 on: February 22, 2022, 01:32:14 PM »

Those materials and rough textures look fantastic. How are they done? In Blender, Substance or some other way?
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Avaruustaistelupeli (ATP) - a space combat game
- Free download from itch.io or IndieDB
- Dev diary here
Pemanent
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« Reply #23 on: February 28, 2022, 09:49:54 PM »

Quote
Interface is very user friendly and clean, I like it
Thanks! So far this is mostly just for functional purposes. But longterm I'm going for a flat minimal style because I personally like it, and also it makes ui production easier.

Quote
Those materials and rough textures look fantastic. How are they done? In Blender, Substance or some other way?
Basically yeah. Blender for model -> Substance for PBR textures -> custom PBR shader in engine with Image Based Lighting. And for that I didn't do anything besides follow this tutorial https://learnopengl.com/PBR/Theory


just more ui stuff. Now monster vault to view your entire collection and move monsters from vault to team
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Pemanent
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« Reply #24 on: March 15, 2022, 10:12:23 PM »

Working on a detailed stats panel. Maybe this is overwhelming for some players. I think the type of players that I'm targeting love this type of depth.

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Pemanent
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« Reply #25 on: March 20, 2022, 04:33:58 PM »

Working on another guy. I like to breakup the engine work with some art-content work.
His ability will be to do a small amount of damage and also stun them for a bit.

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Pemanent
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« Reply #26 on: March 21, 2022, 09:29:07 PM »

Now in engine. Name is B33 because it looks like a bee
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mobilelast
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« Reply #27 on: March 22, 2022, 01:23:39 AM »

You could also name it "Freddy Krueger".
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Avaruustaistelupeli (ATP) - a space combat game
- Free download from itch.io or IndieDB
- Dev diary here
Beastboy
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« Reply #28 on: March 22, 2022, 03:10:38 AM »

Interesting design as alaways
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Pemanent
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« Reply #29 on: March 22, 2022, 03:44:09 PM »

Thanks yall!
he is very spikey!
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Pemanent
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« Reply #30 on: March 26, 2022, 08:21:44 PM »

Another one. Smiley This will be a support type role.
Does not deal damage. Instead gives entire ally team some combat readiness and heals them slightly.

I'm planning on bots following a thematic / mechanical / design grouping. These are all Robust type, so they will be overall slower and do less damage but have high health.

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Beastboy
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« Reply #31 on: March 28, 2022, 02:06:14 PM »

This one looks robust, peronality wise it got a bit of enginner/mcv constructor work bot. Robust and practial
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Pemanent
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« Reply #32 on: April 11, 2022, 09:33:48 PM »



and much better, resolution independent type / font rendering.
Using multichannel signed distance fields from here https://github.com/Chlumsky/msdf-atlas-gen
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Pemanent
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« Reply #33 on: May 08, 2022, 08:26:33 PM »

Only design changes these past few weeks. So no gifs.

Removal of the overworld / map entirely
When I was working on the movement system I wrote that it wasn't a core part of the game.... soooo I started wondering why it was even in the game at all. If its not core to the experience, then remove it. So I did. Battles now happen in rounds, one right after another. No need to wander around a map. Also I'm just one person, so I can't afford to put time into non essential elements.

Replace blueprints with shards.
Now to build a new robot you need to collect 5 shards.
Before you needed blueprints, and blueprints would require an assortment of parts. Like 100 metal and 20 transistors and 2 cpus. But that is difficult to track and hard to grasp your goals and progress.
Now its much simpler. "ok I need two more shards to get this new robot"

Its actually a playable experience now, so I'm focusing on the core and working on nailing the fundamental uniqueness that I'm hoping to capture.
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Pemanent
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« Reply #34 on: May 17, 2022, 08:14:11 PM »

Lots of ui changes
- Better equipping ability UI
- Better ability inspection UI
- Better battle ability UI

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Pemanent
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« Reply #35 on: May 18, 2022, 08:41:30 PM »


This one is Arty Lary.
Anytime an ally with Taunt attacks, he also attacks with 200% damage.
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Alain
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« Reply #36 on: May 19, 2022, 12:15:46 AM »

I'm growing more and more fond of your robots, keep them coming Wink
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Pemanent
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« Reply #37 on: May 19, 2022, 08:56:59 AM »

Thanks! I'm not super happy with this last one. but its sufficient I think. I'm only just one programmer, so my goal is to get something that is "pretty good" and move on to the next task.
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Alain
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« Reply #38 on: May 19, 2022, 10:43:42 PM »

Thanks! I'm not super happy with this last one. but its sufficient I think. I'm only just one programmer, so my goal is to get something that is "pretty good" and move on to the next task.

It totally makes sense to pick your fights well and get most out of the manpower you have. In my opinion you are doing a nice job with your low poly models and fleshing them out with more realistic textures.
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Pemanent
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« Reply #39 on: May 22, 2022, 06:04:26 PM »

and another!
This one does additional damage for each subsequent attack on the same target

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