Jump to content
  • entries
    33
  • comments
    69
  • views
    31814

WoA V Day 2

IYP

901 views

So we had a good progress today, i implemented the jump helper so the jumps are easier, newt implemented the menus and few other stuff and the artists started working on the character model. So it may not seem much of a progress but it is XD. With the jump helper implemented i feel a huge weight lifted off my shoulders XD, so we have video of me jumping around on dominoes.

We also got some of the mechanics implemented, such as pushing the dominoes and rotating them, though the rotation is still buggy.

We also thought of a competitive game mode where you play with other players and try to destroy their castles and they can defend their castles by rotating or pushing the dominoes, but that's for later, we may implement it after the basic single player is implemented with several levels.

Also with the jump helper being flexible we decided on having 3 levels of difficulty so every one can play it, even the noobs.

Here's a video (still uploading so may not be there yet, so check out later XD):
https://youtu.be/p2T3BlBSoo8



7 Comments


Recommended Comments

Wow, that jump-helper looks really effective! I'm guessing that each domino has some sort of detector, and that when the player-character overlaps such a detector the character is translated onto the top of the domino?

Share this comment


Link to comment
4 hours ago, Thaumaturge said:

Wow, that jump-helper looks really effective! I'm guessing that each domino has some sort of detector, and that when the player-character overlaps such a detector the character is translated onto the top of the domino?

Nah, thought of translating the player, but thought it would look unreal, decided not to go for that. So the thing I went for was that the character finds the target domino you're going to jump up on and then calculates optimum speed you need to reach it, then a little less speed is given and some force directs you to the top of the domino. So the less the speed and more the force directing you, the easier the jump. xD

Thanks for the feed back xD

 

Edited by IYP

Share this comment


Link to comment
2 hours ago, IYP said:

Nah, thought of translating the player, but thought it would look unreal, decided not to go for that. So the thing I went for was that the character finds the target domino you're going to jump up on and then calculates optimum speed you need to reach it, then a little less speed is given and some force directs you to the top of the domino. So the less the speed and more the force directing you, the easier the jump. xD

Thanks for the feed back xD

 

Not a problem! ^_^

Ah, your method does make more sense, I think. I see that it is possible to miss, however--does that happen when the player's jump results in no target domino being found?

Share this comment


Link to comment
9 minutes ago, Thaumaturge said:

Not a problem! ^_^

Ah, your method does make more sense, I think. I see that it is possible to miss, however--does that happen when the player's jump results in no target domino being found?

Without the target the jump is with the default sprint speed, which is the maximum speed of the jump from the jump helper as well, so the jump is without any problem even if the target is not set.

Jump without target actually can happen at corners, since the targeting cone is very limited ATM, but works well for now, with a little practice almost every one can do the normal difficulty, the easy mode needs no practice, but with the mechanics of rotating and pushing the dominoes things get trickier, since player has more to do.

Soon i'll post a video on that as well xD

 

Share this comment


Link to comment

I see--but I meant to ask: It's clearly possible to miss a domino, even with the help. How does missing happen? Since the game is adjusting as appropriate, why does every jump not land the player on a domino? (I'm not saying that it should; I imagine that the intention is that landing on a domino is intended to take some skill.)

 

(Unless your answer above does cover this, and I'm just not seeing it, perhaps due to tiredness, in which case my apologies! ^^; )

Share this comment


Link to comment

 

54 minutes ago, Thaumaturge said:

I see--but I meant to ask: It's clearly possible to miss a domino, even with the help. How does missing happen? Since the game is adjusting as appropriate, why does every jump not land the player on a domino? (I'm not saying that it should; I imagine that the intention is that landing on a domino is intended to take some skill.)

 

(Unless your answer above does cover this, and I'm just not seeing it, perhaps due to tiredness, in which case my apologies! ^^; )

Sorry i didn't get the question first time xD, even though the velocity calculated by the helper is completely enough to take the player to the target domino the direction to which the velocity is applied is decided by the player, with the character's forward vector, so you have the power, but you're the one deciding where to apply it xD, apply it wrong and you fall of the domino.

Edited by IYP

Share this comment


Link to comment
25 minutes ago, IYP said:

 

Sorry i didn't get the question first time xD, even though the velocity calculated by the helper is completely enough to take the player to the target domino the direction to which the velocity is applied is decided by the player, with the character's forward vector, so you have the power, but you're the one deciding where to apply it xD, apply it wrong and you fall of the domino.

Ah, I see--so aim well, and you should get onto the domino. Aim poorly, and you may well miss. Nice, and thank you for explaining! ^_^

Edited by Thaumaturge

Share this comment


Link to comment

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 jonwil
      We have an engine based on Direct3D11 that uses ID3D11Device::CreateTexture2D to create its textures passing in whatever format we read from the dds file header.
      We also have a previous version of our engine that uses the DX9 fixed function bump map feature for bump maps. This feature takes bump map textures in U8V8 format as input but it also takes textures in DXT5 and A8R8G8B8 and converts them into U8V8 using D3DXCreateTextureFromFileInMemoryEx in d3dx9).
      Our current D3D11 engine handles the U8V8 textures just fine (I think it feeds it to CreateTexture2D as DXGI_FORMAT_R8G8_TYPELESS) and has some shader code that emulates the fixed function bump map feature without problems. But now we want to add support for the DXT5 and A8R8G8B8 bump maps.
      Does anyone know where I can find code for Direct3D11 (or just plain code with no dependence on specific graphics APIs) that can convert the DXT5 or A8R8G8B8 texture data into U8V8 data in the same way as D3DXCreateTextureFromFileInMemoryEx and the other D3DX9 functions would do? (Someone out there must have written some code to convert between different texture formats I am sure, I just can't find it)
    • By iGrfx
      I've learned that the triangle clipping in the rasterization process usually using Sutherland–Hodgman algorithm. I also found an algorithm called "Guard-band". I'm writing a software raster so I want to know what technical the GPU use, I want to implement it for study. Thanks!
      updated: what's the more proper triangulate algorithm?
    • By crySkif
      Hi.
      Can somebody give us a hint how to force disable nVidia Ambient Occlusion?
      Working on a adventure puzzle project where user can spawn smoke cloud - crucial for some gameplay parts. In our engine smoke does not write information to depth buffer, therefore users can enable nVidia AO in their Control Panel and see geometry silhouettes through the cloud, it breaks gameplay. Similar problem was (and still present!) in Counter Strike and some others shooters. In Counter Strike it was kind of fixed by reseting driver options when game starts. But it easily hacked
      What nVidia AO takes as input? Hardware depth buffer? Or it somehow finds ours intemediate textures used as G-Buffer?
      Tried to zero-out depth, it works in some cases, but not always. What can we do from engine side?
       
      --
      Thanks in advance!
    • By glararan
      Hello,
      I am university student. This year I am going to write bachelor thesis about Vulkan app using terrain to render real places based on e.g. google maps data.
      I played World of Warcraft for 10 years and I did some research about their terrain rendering. They render map as grid of tiles. Each tile had 4 available textures to paint (now 8 by expansion WoD) However I found issue about this implementation, that's gaps between tiles. Is there any technique which solves this problem? I read on stackoverflow that guys find only solution in using smooth tool and fixing it manually. Main question: is this terrain rendering technique obsolete? Is there any new technique that replaces this method to render large map as small tiles?
      Should I try to implement rendering terrain as grid of tiles or should I use some modern technique (can you tell me which is modern for you?). If I should implement terrain as one large map to prevent gaps between tiles how textures are applied for such large map?
       
      Thanks for any advice.
    • By Liam Weston
      Greetings fellow gaming enthusiasts!
      I am the Product Manager for a VR game called Funny Farm VR.
      https://www.funnyfarmvr.com/
      We have already have a proof of concept build of the game that is published on iOS, Android, Oculus Rift, Oculus Go, GearVR, Pico and Niburu platforms. Not a bad start eh? 
      It's a 3D VR game built on the Unity platform. We are now looking to further develop the game concept and build on what we have to achieve the following:
      Introduce a game economy (power ups / rewards / currency) Add more levels We need 1 or 2 developers with experience in developing on the Unity 3D platform as well as a 3D artist and animator.
      This is a great opportunity to work on a fun game and inject your own ideas / personality into it.
      If you're interested in getting involved drop me a message and I'll get in touch.
      Looking forward to putting a team together!
      Liam
       
×

Important Information

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

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!