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1410037 Posts in 69492 Topics- by 58511 Members - Latest Member: Prospective Games

July 23, 2024, 03:24:57 PM

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TIGSource ForumsCommunityDevLogsCitizen Pain | First Person Action Prototype
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Author Topic: Citizen Pain | First Person Action Prototype  (Read 37801 times)
Ordnas
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« Reply #300 on: June 06, 2024, 12:38:05 PM »

I am focusing on placing the 3d assets in the initial area of the castle. Here the player can take different paths, for now I’ll focus on the one that leads to the first shortcut. Doing the interiors has its challenges, adding walls and floors without messing up the rooms next door makes me busier than when I was doing the streets in the citadel.

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« Reply #301 on: June 09, 2024, 11:44:05 AM »

Today I did a performance optimization pass, including lowering the sampling quality of volumetric clouds and reducing the quality of global illumination. I can again stay around 16.6ms /60fps on my target machine (i5/RTX 3060 at 1080p). Also for aesthetic tweaked the lighting to make it brighter and also tweaked the fog since it was blocking the view too much.



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Ordnas
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« Reply #302 on: June 10, 2024, 01:24:59 PM »

I am adding 3d assets in the castle area. I changed the layout of the original greybox a bit to fit the stylistic side of the setting, it doesn’t affect the gameplay so I think it was a good decision. I’m changing a little bit the workflow of how I’m placing the 3d assets, so for now there might be a difference in the detail between the castle and the city, I’ll fix it in the next art-pass.

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« Reply #303 on: June 11, 2024, 11:13:55 AM »

By using the Invisibility Cloak I can make myself invisible so enemies don’t detect me. It’s useful when there are enemies in the rear, for example soldiers equipped with crossbows. I need to remember to update the archer character model, it’s currently a placeholder.



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« Reply #304 on: June 12, 2024, 01:42:13 AM »

All of this looks so cool. I'm really curious where you're taking this. Sort of Monomyth?
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Ordnas
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« Reply #305 on: June 12, 2024, 12:00:10 PM »

All of this looks so cool. I'm really curious where you're taking this. Sort of Monomyth?

Thanks, I'm glad you like it! Unfortunately I haven't played Monomyth, but basically my game is more of an action with RPG elements and less of a dungeon crawler.
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Ordnas
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« Reply #306 on: June 12, 2024, 12:01:04 PM »

I am placing the 3D assets for the ‘garden’ part of the castle. I think the ruins fit in quite well, it gives the castle that aura of mystery. In the distance it’s still a bit empty, but I plan to add more parts as soon as I can.

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« Reply #307 on: June 13, 2024, 11:28:38 AM »

Often using Possession Ability as the only way to kill the possessed enemy can be a good alternative strategy. The slowdowns you see in the video were before the optimisation, they don't happen anymore fortunately (for now).



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« Reply #308 on: June 14, 2024, 11:37:36 AM »

I am focusing on the last section of the castle garden. This square is larger to accommodate 4 enemies without restricting the player’s movement, as this is not intended as a difficult combat.

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« Reply #309 on: June 15, 2024, 11:14:15 AM »

Enemy soldiers are among the first enemies the player encounters in the game. While they are not too difficult to defeat, they are not to be underestimated when there are more than one of them.



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« Reply #310 on: June 16, 2024, 01:11:43 PM »

Today I decided to fix the brightness of the game, as some outdoor areas were too dark. Rendering in Path Tracing, I realised that the light bounces in lumens were not enough to make certain shaded areas visible. I increased the camera exposure to increase the brightness in the shadow areas without breaking up the bright areas too much.

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« Reply #311 on: June 18, 2024, 11:39:52 AM »

Dodging consumes a lot of stamina and is not recommended to use it too often. By design I have decided that its consumption is high because in this game the dodge is very fast (compared to the average action game) and using it too often might be too overpowered to use. In future I will have to add visual and sound effects as feedback for when you use the dodge.



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« Reply #312 on: June 19, 2024, 12:24:52 PM »

I am focusing on the castle dungeon. The challenge has been in getting everything under the castle without overlapping with other rooms above. I had fun adding the lighting, even though I know I’ll have to retune it later.

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« Reply #313 on: June 21, 2024, 12:29:42 PM »

Fighting a skeleton enemy. They are among the first enemies you encounter in the game. If they see you from a distance, they start running and perform a running attack. Relatively easy to kill when alone, they are not to be underestimated when there are many of them.



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« Reply #314 on: June 25, 2024, 12:14:45 PM »

I have finished with the dungeon for now, replacing most of the dungeon greyboxes with 3D assets. The dungeon covers a good part of the area below the castle. Compared to the greybox I decided to raise the ceiling of many rooms but fortunately I did not encounter any major problems as overlaps with other rooms.

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« Reply #315 on: June 26, 2024, 12:24:25 PM »

The Silver Knights are the first enemies that can give the player a hard time at the beginning of the game. Their attacks can kill the player in a few hit. A good strategy is to strike them from behind, for example by using the invisible cloak skill.



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« Reply #316 on: June 27, 2024, 07:24:05 AM »

It's been a while since I visited this devlog!

And wow, the game has come a long way since then--especially in level-building and art, it would seem! Good work thus far, I do think! ^_^

Also, the weather-changing mechanic is very cool, and adds, I think a nicely-mystical air to the proceedings; the world itself being in sympathy with this one person as they undertake a great quest. ^_^
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Ordnas
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« Reply #317 on: June 27, 2024, 11:08:06 AM »

It's been a while since I visited this devlog!

And wow, the game has come a long way since then--especially in level-building and art, it would seem! Good work thus far, I do think! ^_^

Also, the weather-changing mechanic is very cool, and adds, I think a nicely-mystical air to the proceedings; the world itself being in sympathy with this one person as they undertake a great quest. ^_^

Thank you Thaumaturge, your feedback is always helpful and I appreciate it! I'm glad you like the new progress on the game.  Smiley
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« Reply #318 on: June 27, 2024, 11:09:09 AM »

I placed the 3d assets of the part that takes you to the high area along the castle wall. There is an enemy soldier with a crossbow at the top who shoots the player on sight. There are covers along the way where the player can take cover from the arrows.

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« Reply #319 on: June 28, 2024, 11:45:27 AM »

In indoor areas the brightness is low, so I added a small light around the player, very similar to the light in Dark Souls. I’ll probably remove it, in a first person view it doesn’t look good especially if you have an enemy in front of you, the light illuminates the enemy in an annoying way. I’ll place more torches to increase overall visibility.



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