Moikle's S4D2014 Progress

Posted by Moikle on Sept. 23, 2014, 5:55 a.m.

So I noticed I was flooding the mini progress reports and my facebook feed with minor updates. now I'll do them here instead

I intend to post updates in the comments and only update the activity feed with big updates.

20th sep

now he is rigged and textured. ready to do some creepin'.

and here is what happens when you get the weightings wrong

sprite render tests

21st Sep

Concepts for character

22nd Sep

I made some updates to Toast's code and introduced the basics for the gun aiming mechainc. when you right click, your character stops moving and you can aim the gun. this becomes rather important later for a few planned features, other than simply using the gun.

NippleTorch! V1.0

NippleTorch V2.0, now using primitives, perspective distortion, and adjustable width and length(length not pictured)

23rd sep

Weapon Switching, with variable switch times based on both last and next weapon!

(also code to display progress bars above the player's head)

this will later be accompanied by an animation of the character rummaging in their pockets, looping until the switch is done, then they will pull out the correct weapon/tool.

24th sep

the core of procedural generation is done :D. stuff can also be generated in the z axis(not shown here)

and here I am generating towers on the z axis that must be supported by blocks underneath them

all of this is stored in a 1 dimensional array, which is then sliced up and used to make a 3d grid

and it is fast!

25th sep

now the walls not facing the camera become transparent!

this was the most complicated bit of code I have done for this project so far. I narrowly avoided having to write a 942 character long if statement XD

also, the first work done on the actual character model!

Comments

Cpsgames 10 years ago

The creepy dude kinda reminds me of the shadows in Kingdom Hearts.

Zac1790 10 years ago

You guys work so fast! I'm still fumbling around making one 3D character. Keep it up though, it's lookin real so nice.

Moikle 10 years ago

@CPS that was one of the inspirations actually, I came up with the core idea of a sort of lanky Satyr that is made of smokey shadows, then noticed it was similar to the KH shadows, and let them influence my design a bit. I also had deathclaws from fallout in mind and.

@zac I worked on it for 7 hours on saturday after getting home from work, then 3-4 hours on sunday, and 12 hours(!) with only a couple of short breaks yesterday from 2pm to 2 am this morning (this kills the spine)

then my brain woke me up early this morning with ideas that I had to write down

Acid 10 years ago

@cpsgames: I thought about the Heartless too.

Cpsgames 10 years ago

The heartless and deathclaws? You're a monster. :o

Moikle 10 years ago

For the looks yes but we are planning something completely different for its behaviour, that I want to keep a surprise.

Moikle 10 years ago

the core of procedural generation is done :D. stuff can also be generated in the z axis(not shown here)

and here I am generating towers on the z axis that must be supported by blocks underneath them

all of this is stored in a 1 dimensional array, which is then sliced up and used to make a 3d grid

Acid 10 years ago

Phi Dinh used an extremely simple and interesting level generation method for his game TinyKeep: http://tinykeep.com/dungen/

Moikle 10 years ago

I know acid, that is one of my favorite resources when looking for inspiration for procedural generation

Quietus 10 years ago

looking good Moikle! :D

i've never seen TinyKeep's method before… very inspiring!