WoA 3: Day 3

Published August 13, 2015
Advertisement


Today we added in some visual stuff, and fixed up some of the AI work.

AI Stuff:

Due to limited time and complexity of the AI we want we are only making one of the humans with the AI logic. He will instruct the others what to do and they simply follow and listen for a command. This is more or less like real life (in a squad system) as well so I think it will work out.

Animation Stuff:

Shadow spent the better part of the afternoon getting Mechanim to work with our animations. We have not added this to the NPCs just yet but that will be tomorrows job. Right now Death has all the animations in place and ready to go so we are happy.

Texture Stuff:

I had to create a custom texture for this model (which I did not make btw). In doing so I made it mostly emissive to give it a ghost like feel and added an emissive particle system to really enahance the look/feel.

A lot of work has gone into the backend and we hope to have some more stuff out tomorrow. Some of us are working through the late hours of the night so we are putting forth some serious dedication on this! Hope you guys are enjoying the progress and hope to have a playable demo shortly.
Previous Entry WoA 3: Day 2
Next Entry WoA 3: Day 4
8 likes 11 comments

Comments

Mussi

Looking really sweet! Any chance we'll get to see some videos of you creating art like last year? Where are the models from if I may ask? Everything seems to fit in nicely.

August 13, 2015 10:36 AM
riuthamus

All of the models were from a Unity Store kit I got some time ago. So, I have been able to save a lot of time this year and really focus on the things that matter. I dont like using animated stuff that I didnt make but after last years big debocale (and have a new team) i figured the best bet was to get some prefab stuff and customize it as needed.

The makers are Bitgem (King) and M4 (Props). I have made a few of the models that we will be using but nothing too crazy. Mostly what I am doing is level design, UI, and sound. :P

As for videos, I will try to get a few of those out and in place. Sadly, if that happens it wont be till friday, sat, or sunday. Life is super busy for me these days and my wife is being ever so patient with me not spending time with her this week to be part of this! (I gave her a footrub to make up for it and she seemed to be happy about that! LMAO).

August 13, 2015 10:44 AM
Mussi

Thanks for the info :). Last year I spent like 2 days on a very simple model and a walking animation, not really worth it :P. Using assets gives you so much room to do other things that really make a difference. Looking forward to your video(s) and ofcourse your game!

All footrubs considered, it's great to have a partner who's so understanding :).

August 13, 2015 12:35 PM
dsm1891
Very nice mr
August 13, 2015 12:59 PM
Onigiri Flash

I thought I would take a moment to say that your game is drop-dead beautiful.

August 13, 2015 02:31 PM
Thaumaturge

I'm intrigued by your "squad-leader" approach to the AI--have you noted any interesting effects resulting from it, or does it in practice look just the same as the characters having individual AIs?

August 13, 2015 04:00 PM
riuthamus

Thanks for the info smile.png. Last year I spent like 2 days on a very simple model and a walking animation, not really worth it tongue.png. Using assets gives you so much room to do other things that really make a difference. Looking forward to your video(s) and ofcourse your game!

All footrubs considered, it's great to have a partner who's so understanding smile.png.

Yeah, we spent a lot of time on models last year and the end result was me not having time to do the UI, Sound, and Level design. So we went with a prefab option (since I had already purchased them) and I will tweak the models as needed. I still have to make a few but yeah... mostly prefab.

Very nice mr

Thank you good sir!

I thought I would take a moment to say that your game is drop-dead beautiful.

Thank you! I hope that is the effect most people have when playing/seeing it

I'm intrigued by your "squad-leader" approach to the AI--have you noted any interesting effects resulting from it, or does it in practice look just the same as the characters having individual AIs?

They kinda work and kinda dont. We are spending most of this afternoon fixing up the AI and getting attacking to working. Once we have that in place we will know more about how it feels! Right now there is a delay in the actions so it kinda seems like they are tarded, (and in code sense they are) but we want to get them where it looks like troops being given commands. Today will be the big day for that type of understanding.

August 13, 2015 06:17 PM
Thaumaturge

I'm intrigued by your "squad-leader" approach to the AI--have you noted any interesting effects resulting from it, or does it in practice look just the same as the characters having individual AIs?


They kinda work and kinda dont. We are spending most of this afternoon fixing up the AI and getting attacking to working. Once we have that in place we will know more about how it feels! Right now there is a delay in the actions so it kinda seems like they are tarded, (and in code sense they are) but we want to get them where it looks like troops being given commands. Today will be the big day for that type of understanding.

Ah, fair enough! I hope that the AI is developing well, then! ^_^

August 13, 2015 08:41 PM
riuthamus

Thanks, I hope so as well too. We are having some issues with the animations and attacking but when Shadow gets on we can figure that out. In the mean time we are working on spell casting and attacking of the NPC's. Should be a very interesting day indeed!

August 13, 2015 08:42 PM
slicer4ever
wow, looking pretty great riu!
August 13, 2015 10:43 PM
riuthamus

Thanks slicer! you are too kind!

August 13, 2015 10:50 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement