Jump to content
  • Advertisement
  • entries
    14
  • comments
    5
  • views
    1452

Pets, Hail, and UI Improvements: It’s the VMD3 for August 6th

WarpDogsVG

1555 views

It's the weekend, and that means another edition of the Village Monsters Dev Diary Digest (VMD3)!

Like last week I have a bit of housekeeping to do before diving in. Longtime followers know that I've tried several different ways to present progress updates, but none of them have really 'stuck'. However, it seems this weekly format has really been working for me.

As such, I went ahead and created an archive for every Dev Diary Digest I've posted since I started doing them. If you missed earlier editions, or if you just want to see how far I've come, then please do take a look!

http://warpdogs.com/developer-diaries/

Anyway, onto the update

Pets
I may have shared this anecdote before, but the road to pets was a serendipitous one

A few weeks ago I was working on debugging critter behavior, and for whatever reason I was testing it in the player's house. As I kept going in and out of the house it occurred to me how much I actually liked having a critter there - it was sort of like having a pet! Wouldn't it be cool if that was an actual feature?

This week I was able to prototype this idea:

8q7CmzQ.gif

Here's how it works: first, you gotta catch a critter. Then, walk up to an special item (currently a pet bowl) and select the pet you want to tame. You can only tame one at a time, so choose wisely

At first, all critters start out as "Wild", and they'll act much like they did before you caught them. Over time, if you feed them and treat them well they'll increasingly become tame and more affectionate.

Tamed critters will also continue to behave similarly to their wild versions, and they'll retain any unique attributes. For example, if you catch a Snowflake Elemental he'll make your entire house cold; good during the summer, but not so good if you have a lot of fish on display...

Hail / Thunderboomers
I always enjoy working on weather systems, so I took a detour to add a new weather type - Hail

ZFOVvAc.gif

I had to improve the weather system to handle the little hail pellets, and these improvements should help with any 'ground based' weather effects in the future...leaf piles in the fall, snowdrifts, rain puddles, and so on.

I then went ahead and added more sound effects to the various weather types. I also added a minor feature where weather sounds can still be heard indoors at a lower volume. It's surprisingly atmospheric, especially during thunderstorms!

UI Improvements (Map, Inventory, Notices)
Finally, though I generally don't like it, I also spent a great deal of time on UI work. I've never enjoyed UI work, not even at my last job where functionality was preferred over looks, but I'm actually pretty happy with how things shook out this time.

First, I added a map for the village to the Compendium. It's very basic and just lays the foundation for future maps:

bEpFwuF.gif

I then added movement to various notifications. I like it a lot better than the notices just appearing suddenly.

kDoM9UA.gif

9o5E3sg.gif

Finally, I completely blew up and reworked the inventory. I actually did this some time ago, but I added an extra layer of polish and usability this week. It's unquestionably better than the old inventory, but that's not saying much - the old one was really bad!

Qy7biKB.png

Anyway, that's it from me. As usual I also added a lot of minor things, quality of life improvements, and bugfixes, but nothing I need to call out. Have a good week!

eEaKmYR.png



1 Comment


Recommended Comments

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By G-Dot
      Hello everyone! Recently I was doing behavior trees for enemies in my game and I've stuck with one issue. One enemy type of enemies is called Shooters (working name). So they've got a simple behaviour: pick a point near player, go to it and perform some attacks. The issue is what then they are picking point to move it happens that often they took almost equal points and I often see heaps of them in one single place. I want them to spread across arena evenly, but don't know how to do this. I think that it can be done with more advanced work with blackboards and communications. 
    • By Mutantgun
      Hi Everyone,
      Hopefully all of this makes sense at the end, but if you need anymore clarification please let me know.
      Background: My MMORPG is a sword playstyle based game, where players need to complete a dungeon at the end of each floor to be able to progress to the next. (Players can go back to lower floors / Specific floors will have specific resources needed for crafting as to give players a reason to go back / Player skill progression will also require them to do specific quests/tasks on specific floors, again giving them reason to go back)
      Inspiration: Sword Art Online (Anime) - Aincrad game that the players were stuck in
      My map progression issue is this: I'm split between having all players locked to a specific floor until they/or the party they are in, completes the dungeon, then those players unlock the next floor OR if as soon as a party clears the floors dungeon and unlocks the next floor, that floor is unlocked for everyone on the server.
      I'm going to split these into options 1 (Individual Progression) and 2 (Server Progression).
      Option 1:
      Benefits:
      Allows the more dedicated/end-game player base to progress at a faster pace. Allows for end-game guilds to form and recruit from a more end-game player pool, I.e. Players from that specific floor Allows end-game players to sell their services to help newer players to progress through the lower floors Drawbacks:
      Possibility of new players being stuck in lower floors as there might not be good enough players left on those floors to help them make a party and progress through the dungeon ? Option 2:
      Benefits:
      Allows new players to skip floor progression to be with their friends that have progressed further in the game ? Drawbacks:
      Players will be on floors where they might not be able to survive or complete solo content because of their lack of skill, items, game knowledge Complains from new players saying the content is too difficult, as they are skipping floors New/lower player base will essentially just be waiting on the end-game players to finish the new floor unlocking it for the rest of the server, basically letting them sponge off of the top players progress After typing all of this out it's starting to become more clear cut as to which option I should take, but I'd like to check with the community here as I'm sure there are other benefits/drawbacks that I'm missing that might change my view of things.
    • By Loosearmy
      Concept for Delayed Shots in a Fast Paced Shooter
       
      The base for this concept is that with each click or trigger pull there is a X-second delay before the gun would actually fire. This would make it alot more difficult to time shots and could create unique design elements that would cater to this delay. (i.e sharp corners and hallways where it would be hard to time when to click in such a tight enclosed space). Ive had this concept for a minute and i know we could code it to work but my main concern with this is, would it be a good design choice?
    • By Octane_Test
      I want to render an ocean where players can change waves’ amplitude in real-time. Initially, I would render rolling waves (see picture). As the amplitude increases, I need to transition the rolling waves into breaking waves (see picture). For now, I am not going to show the shoreline onscreen so I don’t need to render breaking waves interacting with the shoreline; I only need breaking waves on the open ocean.

      I’ve tried three different approaches so far and I’ve only had success with rolling waves using approach 1. Breaking waves have been impossible so far with all three approaches.

      Approach 1: Mesh deformation

      a.     I can create smooth rolling waves using the Sine and Gerstner equations.

      b.     Since I can’t use these equations for breaking waves, I tried to implement them by using this free plugin whose output is similar to this paid mesh deformation plugin. But there are 2 problems with this plugin approach:

      ·      There is no smooth transition between rolling waves generated by approach 1a and the breaking waves generated by the Deform plugin

      ·      The output of the plugin does not look similar to real breaking ocean waves in three different ways:

                                                     i.     No smooth blending with the ocean surface

                                                    ii.     A large depression is created below the crest

                                                  iii.     The entire wave is the same height (rather than with more realistic variations)

      c.      I considered using vertex shaders but this approach seems similar to mesh deformation.

      Approach 2: Fluid dynamics + metaballs

      1.     To render an ocean I will need thousands of particles which will be too expensive in terms of performance (especially for mobile devices).

      Approach 3: Using mesh files

      1.     I can create breaking waves using some 3D software like in this post but then I can’t modify the ocean in real-time. It will be more like a pre-rendered simulation.

      To summarize, I am looking for an approach where I can vary ocean waves’ amplitude for a smooth transition between rolling waves and breaking waves. Please let me know if you have more questions.

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!