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Tuesday, August 19, 2014

BGMC 13 - PidiYol

Hey, there. So, BGMC 13 has started, and I've embarked on a somewhat ambitious 3D dungeon crawler / PDL (Procedural Death Labyrinth). The letters "PDL" is actually where the name of the game comes from. I'd like for the game to be fun, of course, but also fast-paced and tense, which I think I'm getting at okay at the moment. I have some basic movement and jumping; I need to deal with sliding down ramps, sprinting, holding weapons, and other things, I think, tomorrow. Some animations should probably also be implemented.

Anyway, I took some time considering pathfinding for enemies or NPCs. Smoking_mirror over at the BlenderArtists forums suggested Djikstra (I think I spelled that right) Maps. The implementation suggested that he linked to was really rather cool, but it seemed a bit too much for my purposes for this week-long challenge. I bookmarked it in case I need it in the future, though.

I'm not familiar with / don't know how to use Blender's built-in recast system, and I don't know if it'll work well with randomly spawned rooms, so that was out of the option. I'd rather not spend too much time setting up waypoints or navmeshes or anything, either. So, I eventually came to the conclusion that my "usual" simple A* node-based pathfinding approach would probably be fine.

That approach is now added to my bghelper module (bghelper.nodemap); it's a fairly basic A* pathfinding approach, but also has weighting available, which should allow me to set up preferenced paths and also allow for multiple characters / enemies moving down passages when necessary or wanted. For example, enemy A's walking down the hall, so enemy B tries to take another path around enemy A. If there is no such path, then the weighting should allow enemy B to find another path if it's short enough and the weight's light enough. If there is no other path, then it should allow enemy B to start on the "poor" path because it's better than nothing. That's the goal, anyway.

Besides that, I finished rigging the player mesh (at least, I don't think I'm going to change anything). To bypass a bug / unimplemented feature (ability to dynamically set vertex colors on a rigged mesh), The parts are all bone parented to the armature, which is a very interesting approach that's kinda awkward, and might come back to bite me in the butt.

I made up some low-res textures processed through GIMP; a nice add-on that I found is the Advanced Make Seamless tool, which seems to handle more complex images better. It would always make the image darker unless I disabled the high-pass filter, which is nice to know. Hopefully I can reuse textures as much as possible, haha. 
 
Finally, I added some filters I had already made because I thought it would look cool.

¯\_(ツ)_/¯

Thanks for reading!~

Friday, August 15, 2014

Animations of a Guardian

Starting to animate this big guy. I think he might be a bit difficult, so perhaps he'll be the second or third boss; the first one will probably be something a bit more your size, which should give me a good chance to test out a Bipedal enemy (an enemy that can equip two items, like you).

I got some really awesome feedback from ndee over at the BlenderArtists forums saying that I should vary my darkness levels on my sprite, which I pretty much whole-heartedly agree with; his edit shows some great improvement over my base sprite. Maybe I'll be able to work it in effectively.

Also, I've been listening to this song from the fighting game Under Night In-Birth because it's awesome and I need some rockin' boss music. Gotta step it up on my music, too!

I've implemented another enemy that just sits there and shoots and aims at you; nothing really impressive, so no GIF of that. Just some simple stuff here and there.

Thursday, August 7, 2014

First Boss



So today I added some basic cruddy particles to the Railgun, and added a Shield. Both should be nice items to get in-game (especially the Shield). I also added the basic functionality that was missing to have different animations for the different use states of the item (i.e. the shield has an "idle" state and a "use" state). Using the shield will drain your energy, which obviously is a bad situation to be in. Now that I think about it, perhaps I should add a penalty for dropping to minimal energy - currently, it just serves as a kind of self-replenishing ammo for most offensive actions. Maybe I'll add a "fatigued" state or something.

As of currently, the shield doesn't block melee attacks, though I think that might be a good idea, though it might also be a bit over-powered as well. Need to mull it over a bit more, I think.

I also drew up this dude as the first boss (the new one's on the left):





Not sure how I'm gonna animate him, but I like him, I think.

Tuesday, August 5, 2014

Camelot-esque Choice System

It's smoother in-game.
Today I implemented a Camelot RPG-esque choice system into Gearend, as well as save stations. I say "Camelot RPG-esque" because Camelot is a game company that made different games (usually RPGs) for handheld consoles, and they usually expressed choices this way - via emoting heads. I liked the idea, so I thought I'd make a similar system for Gearend.

I felt the need for this because I had no way to allow the player to choose either to save or not when they approach and interact with a save station. Now, it gives you the option with these rather excitable heads.

I also worked on a new arm part, as well as the first boss's graphics. I hope to finish the game quickly. Thanks for reading this tiny update!~

Friday, August 1, 2014

What Am I Working On Now?



Hey, there! So, like I said, I wanted to post a bit talking about what I've been working on recently. After some thought, I decided to postpone my development of Valchion, and begin something new - something smaller. That new game is called Gearend, and has been in development for a few months now. It's not super huge, but at the same time, it's pretty far along.

Tuesday, July 29, 2014

It's Been Awhile!

Hello! It really has been awhile (like, months and months) since the last time I updated my blog. For that, I apologize. I'd like for it to become more of a center for my development progress that I post in the future; with that in mind, I've updated my blog here completely. The old look is gone in favor of a slightly more streamlined, simpler looking white page, kinda in the vein of the recent trend toward simpler page designs (tumblr, Twitter, YouTube, etc).

I actually spent hours looking at custom Blogger templates, but they pretty much didn't work exactly the way I wanted. I found some really cool themes, though, so maybe I'll use them later on in my blog's life. I just decided to stick with the simple template and tweak it a bit. I think it works pretty well and looks okay.

Anyway, thanks for reading. I'll make another post outlining what I've been working on and doing in the past year or so~!

Saturday, January 25, 2014

Valchion - Game Development Continues. Puzzle Cubes and Holographic Exits


Welp, it's been quite awhile since my last update, but I continue to work on this. I'm focusing on map generation and fixing features, mainly. I feel like I might be able to do this and get the game done relatively quickly, so development should hopefully speed up a bit. In any case, I'll work on this until it's finished, regardless of how long it takes (if it's up to me, haha).