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TIGSource ForumsCommunityDevLogsCitizen Pain | First Person Action Prototype
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Ordnas
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« Reply #340 on: August 14, 2024, 01:27:02 PM »

Prototyping a section with various enemies. The soldiers throwing arrows are protected by the soldiers in front. This makes them difficult to reach unless the soldiers in front are eliminated first.



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Ordnas
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« Reply #341 on: September 02, 2024, 11:26:25 AM »

I’m still working on Citizen Pain, but I’ll start sharing less frequently so I can focus on the quality of the game. I’ll show more stuff when I have something polished, so it might take a little longer. In the meantime, here’s one of the static meshes that will be used in the prologue scene.

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Thaumaturge
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« Reply #342 on: October 25, 2024, 03:50:04 AM »

It continues to be good to see the progress made on this project! ^_^

And I'm glad to see the menus starting to receive development--and that they're looking good!

Likewise, that bonfire has quite a nice effect, both in the flames and the lighting. ^_^

And the "dash" effect is pretty cool!

Thank you! Using 3D assets packs.

Aah, makes sense!

It seems then that you've picked out a pretty good collection of assets! For the most part they all seem to fit well with each other, I feel. ^_^

(The only exception that I see is the skeleton, which is a bit of an odd-one-out with its nautical theme.)

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.

Hmm... I don't feel so myself.

If anything, a Dark Souls-style player-light seems more inexplicable in third-person, where it's clear that the light is coming from nowhere. At least in first-person one might guess that a light-source is stowed somewhere on the character's body.

That is, to my mind, the fact that the player can't see their body (or all of their body) in first person provides an undefined space in which a light could potentially be located. In third person, there is much less undefined space, and so less excuse for a light with no apparent source.

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.

Hmm... I see what you're saying.

I suppose that it depends on whether one is bouncing or deflecting the attack: the former looks and feels nice, but is less plausible than the latter. In the latter case, a light weapon should, I would think, be easier for the attacker to recover from a deflection than a heavy weapon.
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Ordnas
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« Reply #343 on: December 02, 2024, 11:08:19 AM »

It continues to be good to see the progress made on this project! ^_^

And I'm glad to see the menus starting to receive development--and that they're looking good!

Likewise, that bonfire has quite a nice effect, both in the flames and the lighting. ^_^

And the "dash" effect is pretty cool!

Thank you! Using 3D assets packs.

Aah, makes sense!

It seems then that you've picked out a pretty good collection of assets! For the most part they all seem to fit well with each other, I feel. ^_^

(The only exception that I see is the skeleton, which is a bit of an odd-one-out with its nautical theme.)

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.

Hmm... I don't feel so myself.

If anything, a Dark Souls-style player-light seems more inexplicable in third-person, where it's clear that the light is coming from nowhere. At least in first-person one might guess that a light-source is stowed somewhere on the character's body.

That is, to my mind, the fact that the player can't see their body (or all of their body) in first person provides an undefined space in which a light could potentially be located. In third person, there is much less undefined space, and so less excuse for a light with no apparent source.

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.

Hmm... I see what you're saying.

I suppose that it depends on whether one is bouncing or deflecting the attack: the former looks and feels nice, but is less plausible than the latter. In the latter case, a light weapon should, I would think, be easier for the attacker to recover from a deflection than a heavy weapon.

Hey Thaumaturge, sorry for the late reply, I have been a little busy these months. Thanks for still being interested in my project Smiley

I definitely need to replace that skeleton character (even though I've grown a bit attached to it haha  Grin)

For the source light, I'm experimenting with other types of maps with more lighting, so I shouldn't have a problem with adding a light source on the character. But I think you're right in the end, maybe I should have tweaked it a little bit more.
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Ordnas
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« Reply #344 on: December 02, 2024, 11:08:52 AM »

I’m testing various environments for Chapter 2, right now this is the one I like the most because of the composition and it conforms to the game’s story.
I am also experimenting with implementing a Perfect Block (like in Stellar Blade) and some tweaks for the enemies.

I have yet to bring the various lighting and VFX tweaks I made to this new map. What do you think so far? Do you like the environment?



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Ordnas
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« Reply #345 on: December 04, 2024, 11:48:01 AM »

I went back to one of my old environments, tweaked the lighting and added a hitstop on the parry.

In my opinion visually it is better than my previous video. What do you think?



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Ordnas
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« Reply #346 on: December 09, 2024, 11:36:17 AM »

I replaced the skeleton enemy with a new character since the pirate theme didn’t quite fit the game’s overall vibe. Visually, I think the new design is on par with the pirate (though I was a bit attached to him, haha).

What do you think? Does this one work better, or did you prefer the pirate?



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« Reply #347 on: December 16, 2024, 08:57:46 AM »

Hey Thaumaturge, sorry for the late reply, I have been a little busy these months. Thanks for still being interested in my project Smiley

It's not a problem! I'm only sparsely around here these days myself.

I have yet to bring the various lighting and VFX tweaks I made to this new map. What do you think so far? Do you like the environment?

Hmm... It's more open that I would have expected, given the previous environments!

In and of itself, it's pretty, and I like it.

I can't speak to how it fits with the rest of the game, I fear!

In my opinion visually it is better than my previous video. What do you think?

This one does have a bit of a Dark-Souls-y grimness to it, I feel! It's moody.

Again, in and of itself I like it!

I replaced the skeleton enemy with a new character since the pirate theme didn’t quite fit the game’s overall vibe. Visually, I think the new design is on par with the pirate (though I was a bit attached to him, haha).

What do you think? Does this one work better, or did you prefer the pirate?

I think that this guy works a lot better than did the pirate!

I do feel a little sad that it's less easy to see that they are skeletons until they get a little closer--at least in the video, on my monitor.

But conversely, they fit with the rest of the enemies far more easily!

For what it's worth, I think that you could have gotten away with the pirate, given a little exposition or environmental storytelling: have the bad guy/evil magic at work act on a shipwreck nearby, and show the pirates marching up out of the water, or some such thing.

Still, this new guy doesn't require the additional work, I feel!
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« Reply #348 on: December 17, 2024, 02:10:53 AM »

I think you're doing amazing work here! Not sure how many of the assets are actually yours, but the gameplay, lighting, the overall mood are spot-on, and that's already an achievement in itself.

So great work! Keep us posted, please.
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« Reply #349 on: December 23, 2024, 01:25:51 PM »

I think you're doing amazing work here! Not sure how many of the assets are actually yours, but the gameplay, lighting, the overall mood are spot-on, and that's already an achievement in itself.

So great work! Keep us posted, please.

Thank you so much! I bought the art and music assets from the marketplace, but I’m personally working on the gameplay implementation, coding, lighting tweaks, and mood adjustments every day.
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« Reply #350 on: December 23, 2024, 01:27:31 PM »

I’ve added jumping mechanics, as there will be sections where players need to jump. I also managed to add new voice lines for both attacking and jumping. On top of that, I’ve started working on Chapter 3 and testing the new map.



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