So in a first pass, with numbers all out of whack, we can now do some insane jumps and accelerate at crazy speeds! It's most likely not going to be as extreme in the game, unless I'm building environments especially made for zooming-thru.. but it's just fun to roll uncontrollably..
The Player can upgrade now. 7 times precisely.
So in a first pass, with numbers all out of whack, we can now do some insane jumps and accelerate at crazy speeds! It's most likely not going to be as extreme in the game, unless I'm building environments especially made for zooming-thru.. but it's just fun to roll uncontrollably..
All the Special Skills, and even Jump [which is a Basic Skill], will have potential for a Phasing Upgrade. During Phasing the Player is untouchable.
Also, I've added a simple TimeWarp skill, which can slow down time. For the entire world, not the Player. And the Player can now also WallJump. Once, probably not more. And this is just a Jump upgrade, or unlock, not comparable to a Special Skill. I will start working on the 'Seven Signs' next. That means.. setting up the seven potential upgrades and unlocks of all Skills and Special Skills. Yus, you don't get more in this game.. Just 7. Out of a pool of skills. The Player is born with a unique Special Skill, or talent, which lays dormant, latent. Latent talent.. XD Until you unlock one of the Signs, and that's your first chance of getting a Special Skill. There's also a chance you can play the whole game and your latent talent will never flourish into a Special Skill.. Instead, you can upgrade your life, speed, jump..
I've added one more mesh for Players, like a hover-board or anything they could use during a Movement Skill anim. Like wings showing up to help you fly, only during Flying.
And then I thought this could be used not just for Special Skills, but possibly for all anims. So now the Red Dude surfs and hovers on a hover board.. but then holds his hover-board when not in use. : D Also.. I've added some camera movement and FOV changes during Skills. This is WIP. FX needed.. And I've made a ton of changes to Flying / Hovering, trying to achieve better stability and fluidity at the same time. The more control the Player has, the less fluid the motion. It's tricky to find a sweet spot. I even added more camera lag during flying, to fake smooth movement across crazy terrain.. so the Player can have more control, but the Hovering also looking smooth.. It's not a Physics based system per se, but it behaves kinda like one, based on force, gravity, and terrain interaction. So you don't just hover at a set and locked distance from the ground. You continuously fight gravity. It's quite stable, nothing weird is going to happen.. But dropping from a great height will force the system to counter aggressively. And reaching too high.. the system will bring you back to Earth. It's a bit like struggling to fly.. in a dream.. : ]
I've started working on Player Movement Skills. Accelerate, Dash, Fly. Flying has turned from a feature into a Player Skill, with a cooldown. I plan to also add a Time Warp skill. And Wall Jump and Shield Bubble.. as upgrades.
And I've produced some Circles to help visualize the area of Damage. So now the Player has 2 Circles, Life and Range. And a dot. The dot = Skill Ready. The Green Circles = Damage Range [they show collisions]. And the Blue Circle = Life. For now the Player can't deal damage.. only avoid it. It may stay this way.. My initial idea was to have only one Circle per creature, including Player, and use it both as Life and Attack. You get damaged, you lose Circle.. You grow your Circle by defeating monsters, but also by finding shrines and stuff.. Now I'm thinking it would make for a much more fluid game if we don't waste time murdering, looting, and exploiting 1 trillion creatures. And instead, we focus on Movement. Everything is subject to change anyway. We be prototypin'.
Bit of Interaction. Bit of Sound.
And the Circle of Life.. Which represents life. Of course.. ^ ^ And I fixed my OBS recording settings. Now it's the graphic card doing the work.. yeah, I thought it was. It wasn't. So I can record at 60 FPS, with variable frame rate, looking good, no frame drops! Yay!
Newest addition, after a lot of debugging my AIs. Especially my Tunneling AIs.. which were a pain in the ventriculus..
Players can fly! Now I'm riding creatures like a boss.. Or at least trying to. Just messing around, not actual gameplay. Fun tho! : D
My AIs managed to learn a few things these days..
The Blues gather around a Gatherer.
The Reds harass the Player by chasing random points around it. The Greens follow a Follower.
Here the Reds learned to avoid the Player..
And there'll be more. For now just the important stuff..
Wander is like my Default, it picks random points on the navmesh.
And Patrol is like Wander, but between a limited number of points. They grab 2 or 3 points and stick to them. They could grab 555 points if they wanted to.. but it would not look like patrolling anymore. I also debugged the sht out of my spawners.. And added Giants spawning Minis. Now the Croc Grande can spawn Croc Minis.. as a form of attack. |
About me
I'm a character animator, visual artist, game dev, and music composer. I like to doodle, write, experiment, and plan my next big thing. I love tech that inspires and enables art. I have a formal background in music composition. And I like to walk around the world and see things up close. Archives
September 2021
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