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GameDev - Dungeon Crawler Challenge - Part 2

I didn't have too much time today, but I managed to sculpt out some fixes to the upper and lower parts of the arms yesterday. I'm not going to make anything look "perfect" or put a lot of time in correctness considering the camera view will be a Diablo style view, and you wont really notice it. I also finished the Helm, Chainmail Chest Armor, Sword, Shield, and even added on some cloth. There will be two goblin skins as well. NOTE: Some color reflections are due to the HDRi map on reflective materials.   I was going to make custom eyes, but I'm just going to keep them black as the camera view wouldn't make that much of a difference in putting details into them. Creating assets without a base mesh can be a big pain in the butt... The Goblin itself could still use a lot of work, but my entire approach to these challenges is to create the models from scratch without pre-existing bases as I would normally do in other work. I still need to make a chest, key, health pots, gold coins, GUI, environment textures, and the basic rooms. My next update will have a room concept with a fully textured room, and propped goblins. I still need to Rig and animate these meshes, and I'll do that after my next update. Thanks for reading!  

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GameDev - Dungeon Crawler Challenge - Part 1

Well, I'm late as always to the show, but I sat down today for a few hours and created my concept for the entry along with the base mesh.   For this challenge my intent is to have the player play as a goblin looking creature with the object of escaping the goblin den. There will be other goblins that the player will fight, and I'm planning on using a Diablo style for this entry. The basic level layouts will be rooms connected by hallways, and these will be random per 'level'. Levels will happen once you beat the boss for each floor and you will be presented with a door to enter to go to the next stage. There will also be rooms with chests that have higher loot values, but cannot be opened until you kill the key holder in that room. All goblins will drop loot as well, and potions to heal. At the start of each spawn point there will be a shopkeeper to gamble gold for new items, and to buy potions. The player will level up with EXP, and can apply to STR, DEX, and HP. STR allows you to do more DMG plus meets equipment requirements. DEX allows you to hit more accurately, and also impacts equipment requirements. HP will just increase the player's health pool. Equips in the game will consists of helms with a variable of abilities, chest armor, shields, and swords that can do elemental damage, and cause poison damage on top of physical damage. I only had a few hours to make the base mesh for all the spawns, and the player. I started with primitive shapes to help sculpt my forms then added in more detail as I went. I still need to fix up some things, but for the most part it will be okay as the camera isn't close enough for extreme levels of detail. Low Poly: High Poly:   Test bake, and quick paint job: NOTE: I haven't added in eyes or eye lids yet.     Game Concept camera positions:   I will need to fix up a few issues with the model, add in the eye lids, and eyes, then detail in the skin, and make a generic paint job for the base. Then I'll create variations using texturing for all the enemies, and bosses. In my next update I will show case the armor equipment, shields, swords, and helms along side the completed goblin mesh. 'This blog entry is for the GameDev.net Challenge'    

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Frogger GameDev Challenge - Part 10 - Post Mortem

Thankfully I was able to complete the challenge, and as rough as the game might be and look, I'm glad I finished it. Foremost I want to thank GameDev.net for even having these challenges! Even though I'm a bit of a last minute contender, I really do enjoy pushing myself to finish these projects. I want to give a special thanks to @lawnjelly for being the very reason I even bothered to try out Unity for the first time, and most of all for providing free assets to use which saved me! I wouldn't have been able to complete the entry on time otherwise. Thank you to all those that followed my progress too! I also enjoyed following all your entries as well. Post-Mortem What went right: 1. I would have to say using Unity turned out to be a great choice for this project. I normally will use my own engine, or just code from scratch using a library for challenges. I used this challenge as an opportunity to learn the Unity Engine, and it was very successful. I found it extremely easy to jump in and code my own scripts for the various parts of the game. I had to get used to the editor and how things are handled, but it all worked out in the end. 2. My game plan was very successful. With the limited time I had by planning out everything ahead of time allowed me to push through this project a fast space. 3. Templating everything worked amazing... I was able to stream-line every aspect of this game and because of how I setup the rows I could do min-max for distances, speed, variations in spawns, ect... but I didn't implement these features in the final release even though the capability is already there. 4. @lawnjelly's asset pack helped me complete this project. I normally set out to do everything myself graphic wise, but I ran into pitfalls both in terms of motivation and work related things. I only was able to create three assets, but by using his asset pack I was able to finish up the rest of the areas, and ultimately completed the challenge. 5. Building the full project took less than 15 seconds to complete. I was surprised how fast my builds happened.   What went wrong: 1. Motivation would've been the biggest issue I had... No idea... Maybe I just wasn't feeling the project but anytime I had free time the last thing I wanted to do was work on the project. Thankfully since I committed to finishing this project I forced myself to pull through in the end anyhow.   2. Work... October and November turned out to be the most profitable month my company had in 2018, and I was busy working on several cases. This didn't leave me with as much free time, but with my motivation issue this wasn't a good combo! 3. Visual Studio debugger kept crashing my Unity... Not sure why but it was getting extremely annoying when attaching. 4. Unity wouldn't sync properly with Visual Studio on several occasions causing me to reload everything when trying to work in code with my scripts. 5. I wasn't able to create all the graphics and at the quality I wanted.. 6. Environment textures turned out very mediocre due to me rushing and using a sloppy method to generate these as PBR materials from pictures. The water could've been done a lot better and with motion, but again not time... Would've made way better textures from scratch.   Project:  

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Frogger GameDev Challenge - Part 9 - Texture Time

Well I've completed all of the technical aspects of my entry. The frog can go through the various sections and has to avoid being hit while making it to the end. If hit you go right back to the start as I don't have checkpoints, but on the plus side you have unlimited lives.  I'll wait until after I release the entry and add checkpoints as an update. Now I just need to add in my environment textures. Then I'll release my entry. I changed up the areas a bit but essentially it's - Cars (START) - Logs - Logs with Boats - Crocodiles - Turtles - Turtles and Flies - Birds -  (END) There is some mixed in "tricks" as well to certain areas, and proceeding forward.   I scrapped the "Raining Frogs" idea because it was going to take too much time to animate and add in the funny feature. All the current environments are placeholders, so I'll add in the final stuff today and submit my entry.  I'm pushing it close being the final day and all, but I couldn't stay away last night to keep going.   Oh! I also changed the camera to top down:  

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Frogger GameDev Challenge - Part 8 - Almost Done!

Well... I'm almost done! I'm close but not there yet! Sadly work got in the way. I had several clients with last minute cases I needed to prepare and work through which ended up taking majority of my work hours plus extended into the early hours of the morning. Currently I have half of the areas completed and I've templated the rows out which is making it much quicker working in code. My spawn lanes work dynamically as well.  I had some issues with my debugger crashing Unity over and over again and lost some time on that alone... I have my list of what I need to do below: - Add in the last half of the areas (Should take a few hours with testing) - Add in the main menu - Find some royalty free music/sound - Add in final environment textures Sadly the rows were going to have a random value which would min-max the spacing between the spawns, but I don't know if I have enough time to test it out and release it... I'll try if I'm not cutting my time short. Things I'll do if I have time - Add in Min-Max variations for spawns within a row - Touch up textures I hope I can finish this!!! October and November brought in a ton of business and I've had a lot of work to tend to... With my lack of motivation earlier I didn't utilize the time I had sadly.... But.. I'll make it, even if the game is very rough...

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Frogger GameDev Challenge - Part 7 - Level Draft

I've completed the level draft today and I'm currently working on setting it all up in Unity. I'll need to lower some areas for the water parts which is simple enough, but i'll do that later. 1 - Cars 2 - Logs with Boats 3 - More Logs with Boats 4 - Crocodiles in walk able water which you have to avoid while moving through 5 - Turtle Platforms that go under water 6 - Jump Platforms while avoiding flies 7 - Rising Platform 8 - Jumping Platforms while avoiding birds 9 - "Raining Frogs" 10 - Lily Pads For the level propping I just used basic colors so I would know where I need to put textures later. Once everything is playable and working, I'll go back and create grass, road, and both deep and shallow water textures.  Then I'll tweak the textures I'm using from @lawnjelly's asset pack as I showed in my last blog post. I'm thankful that I can fill my missing assets with his stuff because at this rate I would most likely not proceed forward on the challenge otherwise. Motivation has been a real issue for me with this game, and I'm sure I'm just not as excited about it as I was with the prior ones. I think I'll be done the level tomorrow, if not Monday.   I still need to do the following: - Environment textures - Replace textures from the asset pack with altered versions - Add in lives, game over, and winning parts - Add in Main Menu - Add in Sound I think that is it??? Unless I forgot something, but either way I'll double check later on to be sure with the challenge post. Thanks for reading!

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Frogger GameDev Challenge - Part 6 - Platform Jumping

I'm working down my list to finish the most import stuff first!  Today was a very busy day so I didn't have a lot of time but I got the bulk of what I wanted to get done today. In Part 4 I show cased the basic hop: I've ended up changing it up a bit to add in some slightly finer movements as opposed to the static hop. I also added in the option to do a larger leap by pressing spacebar!  I didn't modify the animation, just cycle speed and distance since I don't have the time, but it works for now. My test was simply to hop on and off these platforms, then hop onto a moving one which carries you across and up, then hop on the above ones as well. With how I have the movement setup I can now build my level in blender and things will move along much faster! Video Below:   I should have a rough demo level video on Friday!  Thanks again @lawnjelly for updating the asset pack.  

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Frogger GameDev Challenge - Part 5 – Final Plan

Sadly I’m not getting anywhere on my progress… which isn’t a good thing. Without making this a ‘drama’ post, I’m just going to focus on what I plan to do in order to complete the challenge. 😊 On the 3D graphic side I’ve already made the Frog, the Car, and the Boat. Aside for this I’m just going to utilize the asset pack provided by @lawnjelly! 😊 I really like his work and this will allow me to only focus on terrain and water textures apart from level design. One reason why I love these challenges is because I enjoy making all the visual assets myself, and programming, but due to how things are going I’m changing up the game plan. Graphic List: I’ll be using the following graphics in this game. The frog I made and rigged already with animations as seen in my prior blog post will be the main character the player moves around. I’ll keep my car model to drive from left to right, and right to left on the road. In certain ground areas I’ll use @lawnjelly's turtle as I have an idea to have vanishing platforms, but instead the turtles just go under water, ect… On the water I’ll be using the boat I made, as well as @lawnjelly's crocodile, and I’ll use the logs for platforms. 😊 The objective will be to land on the lily pad which is also part of his asset pack. (Link to the asset pack page will be at the bottom of this post) – Credit will be posted in the game for these assets. 😊 I had plans to use the birds and flies, but they’re not in the asset pack so I’ll made do without.   Level Design: Sadly because I’m struggling a lot as it is to even start my tasks, my main goal will be to make a single level for now but I’ll extend it and make some variation at the least.
The concept below is an outline but actual space ratio between sections may differ in the game itself.   Game Play: The player will start with 5 lives for the normal mode, and will hop through each section to get to the final lily pad to complete the game. Getting hit by objects will cause the player to lose a life, as well as jumping in the water. Depending on how things go, I might put in checkpoints, and if I do I will toggle an option in the game to play with or without them. End... I'll be working hard on this after I deal with some business stuff tomorrow. I might modify assets provided by @lawnjelly textures to match my workflow. So I took the Crocodile as a test which will render like this out the box: I then added quickly added in normals, roughness, and made some adjustments so it matches my PBR workflow still using the initial texture size of 512x512. I could do a lot more if I modified the mesh itself and made some changes, but just for adding in new maps without considering geometry this isn't too bad from a color texture.     Asset Pack by @lawnjelly

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Frogger GameDev Challenge - Part 4 - Frog Jump

I haven't touched this project since my last update on October 24 2018, motivation is a bit shot with this one... but I'm still going to try to complete the challenge. This project is really just an excuse for me to try out Unity as I've never used it before. I've spent a few days in the engine and must say it's pretty straight forward and thanks to @lawnjelly for helping me out with a few questions I had. I did a quick animation for the frog jump in Blender, then loaded it into Unity, and added in the movement to work with parts of the animation. Nothing outstanding animation wise but it will work for now. Movement will stay 4 directional with animation lock. I'll need to edit the move value once I figure out spacing. GIF Below: Later today I'll workout my "game plan" for how to put everything together then post back. I haven't really consider scales yet for objects, or environment textures. Anyhow, that is all for now.

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Frogger GameDev Challenge - Part 3 - Boat GFX

Hey everyone! I had some extra time today so I deiced to go ahead and finish up the boat model, windshield, and texture it all up. I'll change up  the color if I need to add in variation, but this will be my final model for the boat itself.   This will most likely be my final blog post for any GFX updates on this challenge. I have a few other assets to make: Logs, Ground, Road, Grass textures, Water texture, Lilly Pad. Then on to the overlay and menu. Then I need to finalize animations. ---------------- Prior Parts: PART 1 PART 2  

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3D Clothing - Fun Fun!

I ended up picking up one of my low poly models I made a while back (no hair, no eyes, no brains, no worries!)  and did some 3D clothing on him for fun last weekend. Yes he is kinda floating in the air.   I find that many people find clothing to be a daunting task when starting out, but it doesn't have to be!   There are a few approaches to making clothing. 1. You can take your base mesh and extract parts from it to form shirts, pants, boots, ect... This would most likely be the simplest approach. 2. Another way to make clothing is to use a similar method that we use when retopologizing a model. You can create clothing by adding geometry above the surface and having them snap to the shape of your mesh. This gives you a lot more freedom than step 1. You'll have to toggle your snapping when extruding out for clothing that doesn't hug the body. (You might be able to use your clothing shell in a cloth simulator as well! Give it a try.)  3. Sculpt clothing! I've seen people who're really good at doing this! 4. My preferred method is to create patterns using 2D planes, then sewing them over the mesh and simulating. You can do this in different software or even blender. What about animating with clothing? Well that is simple.  If you made your clothing on-top of your mesh in a neutral form you can just move the clothing with the body, however it might not look as natural. Another method would be to simulate your clothing with movement from your character and create an animation for the clothing itself in relation to the character's movements. Keep in mind that higher poly counts matter for quality. You can also bake high poly clothing. Your character mesh animation, and your clothing mesh animation should be in sync when combined. Beyond that you can take advantage of an actual cloth system within an engine, but consider how expensive it is to use. It's common to have static clothing attached to the character, while leaving other parts to be simulated.   What about folds? Well, if your simulation quality is good enough you don't have to worry about it, but the quality of your folds comes at a cost in higher poly counts. If you're using method 1, 2 or 3 then I would suggest using sculpting tools to create natural looking folds, unless you're able to do with with edge tools. There could be other methods out there and I would love to read what you personally use to make clothing.  

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Frogger GameDev Challenge - Part 2 - Car GFX

I wasn't able to sleep tonight so I thought I should at least work on my Frogger entry.  I finished up the car model that will be used, and it's pretty rough but I'm okay with how it looks for this project. I'll change up the paint color to add some variation as I'm most likely not going to have time to make trucks, vans, ect... I modeled out the shell, tire with rim, and windows then textured it all.   I ended up editing the lights as I had the emission shader on giving it that prior red look everywhere, but I also fixed up a bit of the texture. You can see the NEW and OLD below. This is my only and final change as I'm keeping the design the way it is. My end goal in these challenges is to create my own graphics and program the game solo.  This was a quick fix, but normally I won't do edits that take too much time as this isn't an 'art' challenge. I think the new lights are better than the old and I'm fine with the result.   ==== NEW ====     ==== OLD ==== I'll be reducing my asset list a bit... My next task is to create a small speed boat model. Stay tuned! Prior Parts: PART 1  

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Working on Materials - Lava Based

Hello everyone.  I've been busy working on materials for a project, and thought I would share some quick renders of one material. This material would be used in a 'lava' based environment. The material has built in controls to adjust to several different states like seen below. I'm pretty happy with this material the dynamic ability to adjust to several environment layouts.  Also... I'm hoping to write up another entry on my 'Frogger' GameDev.net Challenge progress within a day or so as my time has been pretty limited. Thanks for stopping by!  

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Quick Terrain Renders

I had some extra time this evening and wanted to do some terrain renders for fun. I know that a lot of people will use procedural tools to generate terrain layouts, but I wanted to toy around with just sculpting on a square with some brushes I created to make a few quick terrain renders. The first step was to use my custom brushes to sculpt out some landscape as shown below. This mesh is 1.5 million polygons I then had two lower poly versions made up because I wanted to see how low I could go and still keep a decent bake result.   The first test was at 90k polygons: I then took this mesh and hand painted it and rendered the following result: My next test was to see if I could go lower. I tried my mesh at 16k polygons. Once I baked, and hand painted everything I was able to get this result from rendering: I then took the render into Photoshop to add a more softer snow on top: The snow is pretty "rough" still but I didn't have a lot of time left today. I'm pretty happy with the bake and render though for my 16k poly mesh. Anyhow! This was just a little thing I wanted to do for fun this evening. Thanks for stopping by!  

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Frogger GameDev Challenge - Part 1 - Frog GFX

Hello everyone! The next challenge has been announced for Fall with the goal to create a game with similar elements as Frogger.   This is going to be an interesting challenge because I'm using this opportunity to try out the Unity Engine. For those that know me here, I've mainly use libraries and code my games from that, otherwise I would use Unreal if I wanted to make a serious 3D game. I normally use C++ in engine programming, tool-kits and my games, but I did use C# a lot back in the XNA days, but I don't have any doubt in my ability to code using C# for this project. My goal is to create the basic level where the frog will need to avoid traffic, and the water hazards before landing on the lily pad. I'll be creating all the visual assets myself, but will find sound and/or music from a royalty free site as I'm primarily a programmer and artist. Below you'll get a look at the Frog character I made. He is fully textured, and game ready. I've also rigged the mesh and I'm working on the animations. I need to fix up the eye control as I did the lazy approach when connecting them. This is the first "frog" I've ever made, but I'm happy with it.   Low Poly: Rendered: Low Poly after being Baked from High Poly. Then I texture painted the maps. Rig Test:   I'll be setting up goals I need to achieve as I work through this, but my main goals are finishing the graphical assets first and completing the animations so I can spend more time toying with Unity. My current asset list right now is (This may change later): - Wood Log - Road - Water - Ground (mix of grass and dirt) - Lily Pad - Truck - Car - Boat (or a small Sea-Doo) Other Important To-Dos - Complete jumping animation for the frog - Make a small mock-up for the menus and basic interface    Hopefully my next update will have a mock-up.  Thanks for reading. If you're interested in joining in check out the challenge post below:    

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Summer Baseball Challenge 2018 - Part 2 (Game Graphics)

I'm almost finished my "basic" simulation for this game. In my first entry I was talking about how August really wasn't a good month for such a side project due to my corporate tax year end and other meetings I had to attend to. So this game is going to be pretty basic with simulation in mind and player input during the batting phase. I wish I could do more with the game, and I even had some animations made, but the amount of time I have left until the due date (Saturday September 15 2018 11:59 PM IDL) isn't going to allow me to do much, but I'll push out what I can as the requirements said it can be text, 2d, or 3d and be a simulation as well. I wouldn't mind making a full 3D baseball game but that would take months! I have three screen shots to show below but first here is the bird alien creation I made that evening when I posted:   I've modeled, rigged, and textured all the below assets to at least give the game more a visual appeal.   The game will consist of two teams with 9 players per team and use random events to simulate possible outcomes. The player will be able to see their loaded bases, and decide the direction they want to hit to allow runners to make bases more easily. On the computer batting phase, the turn will be simulated right away. I was going to add in real time outfield play but I don't have the time at this point.  The first one to hit 21 points will win once both team have played an equal number of hands. My next blog post will be the final game to complete my entry.   Thanks for reading! EDIT: I was going to make another blog entry regarding the completion, but I've decided to just save the next entry for the Frogger November Challenge. I did manage to complete the Baseball Summer Challenge.

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Summer Baseball Challenge 2018 - Part 1

I’m a bit late to the party on posting my blog updates for the Summer Baseball Challenge 2018 at Game Dev.Sadly I had so much work in August as it’s my year end for my companies, and I had a lot of client meetings to attend to. I’m still going to complete this challenge even with deadline being September 15 2018. 😊 I’m taking a very simple approach here because of my time limit, and I have made simulation games before but won’t be able to go full featured here, so I’m still on the fence with how much control the player will have. My plan is to create two teams which have nine total players. Each player will contain stats that determine running speed, batting percentage, catching ability, throwing speed. I will follow the Knickerbocker rules as much as possible even though I’m not up to date with the rules but did go over them. My plan is to have the player be able to control bat swings, and outfielders with throwing and movement when not up to bat. The theme for the game will be on an alien planet where a bird hybrid alien race will be playing against each other. I will look at making shirts to define each team. Below is the race you will play as and against in this baseball game. 😊 I have a game ready version that is rigged which I’ll setup the animations for swinging and throwing. I’m not sure how clean I’ll get due to the time restrictions. I was able to make a high and low poly version then texture the model below this evening.   My next entry will show the play area for the game which I’ve mapped out and I’m working on. 😊 Thanks for reading!

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Gargoyle Art Head Piece

I haven't really been posting much in terms of blog updates as I was waiting on the next GameDev Challenge to be announced.  I'm working on a another project and did a gargoyle head piece for a wall scene which I thought I would share. It's a lizard type creature. Newer - Fixed Teeth + Texture ---------------- OLD - Below I'll be posting my updates for the new challenge soon! For those that haven't seen it, you can check it out below:  

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Tower Defense Challenge - Part 10 - Completed

Part 10 of the GameDev.net Tower Defense Challenge: With only a few hours left before July 7th is over by UTC -12 time, I've completed what I could for this challenge.   You can download and try out the game by visiting my project page:   I've had to trim down a lot of what I wanted, but I was still able to meet the bare minimum requirements. I have 20 waves, with the final wave being a boss one. Each wave will have one or more of a type of elemental creature. Also, every wave will increase with health making it important to maze properly and use the proper towers. Things I wanted to do but didn't have enough time: 1. Animations 2. More sounds, and a better music track 3. Better wave setup 4. Difficulty options 5. Cleaner movement for the rock creatures in open areas (They will move only 4 ways, so if there is an open spot they will move in the shortest path, but like an L, not diagonal as movement is based on 4 way grid pathfinding.) 6. More upgrade options such as faster speed, range, and effects. (I had these features coded in at tower level, but I don't have the time to program the creatures to respond to them right now.) 7. Tower multi-shot - Right now all towers are on a timer for when they can re-shoot, this prevents the mini-gun effect, but I only put in 1 shot slot per tower. This means even after the timer to shot again is past, the bullet has to be destroyed before the tower can shoot again. I didn't have time to optimize my collision checks so this was my starting point, but if I had time I would put in a 5+ shot capacity or something per tower. With over 500 tower spots (range zones) and up to 60 creatures on the map, and 500 shots, that is already 30000 possible checks for creatures in zones, and another 30000 for shots (if every possible tower slot was built, and shooting). I already know how to optimize it pretty easily, I just don't have the time right now.   Development Issues: Some of the big issues I had was just work and life getting in the way. I ended up leaving this project to the very end which makes it hard because any little bug or hiccup can delay you hours or days depending on the scope. One issue I had was my IDE was throwing major errors and crashing a lot, then SFML was stuttering heavily with camera view usage but I've fixed that as per my other blog post about it. Sadly I didn't have enough time to properly balance the game, and this was a big part I missed, but it was either finish the challenge or not finish it while playing around with balancing. Another little issue I had is sometimes the rock creatures would jitter a bit when moving if the camera was putting them at the center of my pc screen by panning. It was happening in the centre line of my screen and I think I fixed with with VSYNC. I'm using a fixed time step with variable rendering and all movement and panning is smooth due to linear interpolation, but who knows, on other games I get this issue at times on the mid point. My biggest time drain was that I programmed the game from the ground up without any engine, only using a library (SFML), and coding away. I could've completed this faster otherwise but I really enjoy creating things from nothing.   Keep in mind the balancing might be horrid considering I spent all of my time on programming.   Thanks for reading! This concludes my 10 part blog for this challenge.

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Tower Defense Challenge - Part 9 - Wave Test with HP Bars

Part 9 of the GameDev.net Tower Defense Challenge: I had to step away for a bit since my last update, but I've completed the basic framework for the game now. Below is a GIF of a sample wave. Keep in mind some of the shots wont be seen because when the creature is directly next to the tower (left up down right) hit happens so fast it doesn't display, but still happens. I will be making a hit animation so the play will at least know it has happen. I also have health bars.   For this test each shot does 10 HP, and every creature has 100 HP. GIF DEMO BELOW: (In my current version the creatures don't display until they're ready to move  In the below they're stacked because I didn't have my toggle on for visibility). Now I need to do the following: 1. Make orbs for each tower, and very basic animation showing hit was done. - little amount of time needed 2. Program in DoT, Rapid Shoot, Slow, Stun, and AoE (I might not bother with this and just put in Slow Shot but big DMG due to time) - little amount of time needed (Already programmed in the feature, just need to enable to the effect on the creatures based on their types) 3. Add in Upgrades (For now I'll just do DMG++ as I'm pushed for time) - little amount of time needed (already programmed for towers, just need to add  a ++ feature to connect to upgrade menu) 4. GUI Top Menu (I haven't shown the top menu yet, but it's there and doesn't update yet)  - little amount of time needed 5. Gold Drop per kill, and proper buy and upgrade, sell menu - little amount of time needed 6. Config all 20 waves with boss wave + Wave Starter  - most amount of time needed 7. Main Menu - little amount of time needed 8. Sound - little amount of time needed --- Beyond this I'll do some touch ups if I have time. The main thing is that my entire engine is programmed with all the functions needed to run a tower defence game like this.   I can see the light at the end of the tunnel!   If you missed Part 8, check it out.    

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Tower Defense Challenge - Part 8 - Tower Shooting & Range Detect (Programming)

Part 8 of the GameDev.net Tower Defense Challenge: I've been up early this morning attempting to finish this project. I have the following done today. - Tower range collision zones with check lists - Towers can shoot and the shot will go towards the point which triggered the action (These shots do not follow, they release towards the point of contact) With this done, now I just need to get a wave loaded, and tower shooting for more than one enemy. I'm hoping I can finish this! I believe it's due before July 7th - so by midnight... Not sure what time zone as it's 1:54 PM now, and I'm running out of time. I'll be cutting back on features but it's still a stretch! Added: More than one tower shooting, plus mazing, see comments.     If you missed Part 7, check it out.  

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Tower Defense Challenge - Part 7 - Building & Selling Screenshots

Part 7 of the GameDev.net Tower Defense Challenge: I'll need to wake up tomorrow around 5 am to finish this up, but I've completed the following today. - Fixed camera stutter - Mouse Tile Clicking (Builds and Upgrades are Key Commands though) - Programmed Tower Building and Selling - Programmed all Tower Slots (600 on this map are possible) I just need to enable the shooting and effects for each tower with range. Since the pathfinding is done, I need to add in health bars for the rock creatures. Once this is all done I'm very close to the finish line! Few things left like GUI updates - There is a menu above but it's not included in the screen shots. Then I need to add in gold per kill and upgrades. I'll do the main menu and audio last as it wont take more than 15 minutes to setup.   I'll be taking the full day tomorrow to work on this before the due date. If you missed Part 6, check it out.    

Rutin

Rutin

 

SFML 2.4.2 Stutter Issue

I just spent a few hours attempting to figure out why my views were moving so choppy despite having a fixed time step and interpolation. When I was working on my Pac-Man challenge I knew this issue was present and to be honest I just left it alone because it was a small project. I've come from using many libraries and frameworks, but SFML is something I picked up at version 2.4.2 in 2017 and I've been banging my head about this issue for over a year now. I turns out the cause of the problem was joystick polling. I first thought the SFML clock was having issues causing the initial problem, but when I updated to SFML 2.5.0 the problem went away. I know I could've just commented it out in the SFML source code, but to be honest I spent more time double guessing my code and not SFML. I'm glad I'm no longer worrying about this as I was about to just download SDL2 and move over.   If you're still using an older version of SFML get 2.5.0 ! https://www.sfml-dev.org/index.php https://www.sfml-dev.org/changelog.php#sfml-2.5.0 Bugfixes [Windows] Replaced time-based joystick poll with a hardware event handler (#1179, #1195, #1198, #1199, #1421) Back to work on my challenge!    

Rutin

Rutin

 

Tower Defense Challenge - Part 6 - To-Do List

Part 6 of the GameDev.net Tower Defense Challenge: Unfortunately I didn’t have much time to work on this since my last update due to work projects. I’ve been spending a good amount of time doing some full body retopology work, and rigging which has taken a lot of my time. What I did so far was add in tile selection, build and upgrade screens, and top area for displaying tower, wave, and gold details. I'm keeping things as simple as possible right now, so when you build or upgrade the screen will display and you'll use number keys to pick your selection.   This is a quick list of what I need so far to complete everything. - Portal Start and End Points (GFX) - 6 Final renders of Rock Creature (GFX) - 1 render of Rock Boss (GFX) - Health Bars for Creatures (GFX) - Gold Coin (GFX) - Complete Top GUI Screen to show tower, wave, and gold information (Programming + GFX) - Complete Building and Upgrading (Programming) - Tower Shooting (Programming + GFX) - Finalize the wave config (Programming) - Main Menu, Game Over, and Completed Screens (Programming + GFX) - Add in sound (Programming)   There is currently two views in this game. Top view is for the GUI, and the bottom (larger view) is the game camera which can be moved by using AWSD. I’ll post back later today with the update. 😊  Almost July 7th !   If you missed Part 5, check it out.  

Rutin

Rutin

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