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January 18, 2025, 08:50:42 AM

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TIGSource ForumsCommunityDevLogsCitizen Pain | First Person Action Prototype
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Author Topic: Citizen Pain | First Person Action Prototype  (Read 53818 times)
Ordnas
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« Reply #320 on: July 01, 2024, 11:38:21 AM »

I am continuing to place 3d assets of the walls. At the top of the walls there is an enemy silver knight protected by a soldier with a crossbow.

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« Reply #321 on: July 03, 2024, 01:23:30 PM »

An enemy soldier throws firebombs from a distance. The way to the enemy is blocked by boxes, which makes the enemy harder to reach.



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Ordnas
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« Reply #322 on: July 04, 2024, 12:09:29 PM »

I’m continuing to focus on the castle environment, apart from a couple more rooms there’s not much left to finish. I’m looking forward to finishing so I can get back to prototyping on the game mechanics.

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Ordnas
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« Reply #323 on: July 05, 2024, 10:13:23 AM »

Fighting a Soldier Swordsman is more complicated with a Soldier Spearman performing ranged attacks. Performing a strong attack can work but you have to aim accurately to avoid missing. When I shot this video there were many rooms still in a greybox state.



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« Reply #324 on: July 07, 2024, 11:25:20 AM »

I fixed a problem with lighting, where in build the lighting was much higher than what I was seeing in editor. I found that it was a problem related to the volumetric clouds, I removed them since they were a bit too heavy for performance anyway. I will be working on the castle again soon, I am in the final stages of the first art pass.

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Ordnas
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« Reply #325 on: July 08, 2024, 12:01:44 PM »

Axemen are a variation of soldiers who fight with an axe and shield. The main difference is that they have more health and do not go into stunlock if you block their attacks. Only parry can make them go into stunlock.



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Ordnas
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« Reply #326 on: July 18, 2024, 01:06:12 PM »

Possession is a useful skill when there are many enemies. You can possess an enemy to use it as bait and gather enemies in one spot and then attack them all at once.



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Ordnas
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« Reply #327 on: July 19, 2024, 10:44:57 AM »

I’m focusing on the wall area, where the player will have to walk to reach the top of the tower. I was thinking of adding a boss battle at the top of the tower. I still have to finish writing the game script, but I already have clear ideas about what needs to happen in this section.

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« Reply #328 on: July 23, 2024, 03:11:38 AM »

Those castle assets are looking very good indeed, as is the lighting applied! Well done there, I do think! ^_^

If I may ask, are you using pre-made assets with which to kit-bash your environments together? Or are you modelling these yourself?

Quote
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 think that a "personal light" can yet work in first-person--it may just call for controlling the attenuation parameters of the light.

(Offhand, I'd guess that a zero quadratic coefficient would be a good place to start.)

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Axemen are a variation of soldiers who fight with an axe and shield. The main difference is that they have more health and do not go into stunlock if you block their attacks. Only parry can make them go into stunlock.

Hmm... You know, intuitively, I might expect the opposite here: That the enemy with the heavier weapon would be more likely to be "stunned" by a block--having put more energy into their attack, and maybe having their weapon stick in the shield--than an enemy with a lighter, more-agile weapon.

That said, I doubt that it's something that most players will be bothered by.
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Ordnas
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« Reply #329 on: July 24, 2024, 11:09:57 AM »

Thank you! Using 3D assets packs.

For the light, I should do some more tests, but I'm not convinced it will come out well.
In first person, it seems a little strange to me to see a light in front of you if I can't see the source where it's coming from (unless you hold a torch in your hand). In third person it seems less strange, since you can put a light on the character's hips and you can see where the light is coming from.

For the Axeman, the way I see it, the heavier the object, the more force it produces so it's going to be hard for someone with a shield to be able to hold the shield firmly and then have enough force to bounce and stun the enemy weapon. But anyway I will think about it. Thanks for the feedbacks!  Smiley
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Ordnas
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« Reply #330 on: July 24, 2024, 11:10:17 AM »

This week I am focusing on implementing some VFX, starting with the Bonefire. I’ve been tweaking the fire particles, especially the lighting intensity. A bonfire produces lighting intensity in the value of between 10,000 and 50,000 candelas. I used these values to get a more physically realistic illimination.



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« Reply #331 on: July 29, 2024, 12:02:27 PM »

Combat against a Silver Knight, testing lunge attack and strong attack.



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« Reply #332 on: July 30, 2024, 11:24:32 AM »

This week I am focusing on the UI. I am implementing the main menu. I added some logic such as highlights on mouse-focused UI elements and some transition animations between the main menu and loading screen.

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« Reply #333 on: July 31, 2024, 11:12:40 AM »

One of the traps in the game are the rolling boulders. Besides hitting the player they can also damage enemies. For now, the rolling boulder is in the prototype stage, it has no textures and collisions still have some problems.



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« Reply #334 on: August 01, 2024, 11:52:04 AM »

Today I am focusing on the UI Options menu. Among the things implemented are the Tab Selector at the top of the page and a runtime creation of list entries from a DataTable. The page is still placeholder, there are graphic things to adjust (like colors, slider shape etc.)

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« Reply #335 on: August 09, 2024, 12:20:49 PM »

Blocking, like attacking and running, will consume stamina. Blocking an attack that empties your stamina will break your guard and temporarily stun you.



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« Reply #336 on: August 09, 2024, 04:50:16 PM »

Blocking, like attacking and running, will consume stamina. Blocking an attack that empties your stamina will break your guard and temporarily stun you.





This is looking awesome. I really like the blurry effect that happens when they swing
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Ordnas
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« Reply #337 on: August 10, 2024, 11:01:32 AM »

Thank you claybornp! I'm glad you like it!  Grin
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« Reply #338 on: August 10, 2024, 11:02:18 AM »

I added an effect for when using dash. The dash lines are created dynamically with Niagara FX, also I added a slight radial blur shader around the screen. I made sure that the center of the screen stays sharp, so that the blur doesn’t bother the player during movement.

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« Reply #339 on: August 12, 2024, 12:20:10 PM »

Fight against 2 spearman soldiers. Their sweeping attack has a wide range but is not very fast. Since there are 2 of them better to use a dodge to avoid being hit.



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