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

Moikle 9 years, 7 months ago

and it is fast!

edit:

ok, it lags a little bit when I do this

that is what happens when I set the generator's width and height to 120, and the z height to 5. that means 72,000 grid cubes! (it did "only" take 4 seconds to generate though)

oh and I don't have any kind of viewport culling and the viewport is twice the size it will be in the final game

Nopykon 9 years, 7 months ago

@Spectre At least a grid that gigantic!

For a thing like this, I'd use perlin (or any coherent noise-gen) with some tweaks, and a small 2D-array. Hmm or maybe not actually, since "roads" must be generated. Maybe that can be tweaked in? *Goes away too look at rouglike-code… ^_^

Of course, maybe it's necessary to generate large levels at once, depending on game design. Whatever you do, I look forward to playing your game. :)

Moikle 9 years, 7 months ago

spectre. it is not a grid, it is a 1 dimensional array. I didn't mean game maker's built in grids, I meant that all the blocks are spawned onto a grid pattern

Moikle 9 years, 7 months ago

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!