Jump to content
  • Advertisement

BIZARRE Sprint 33 plus 34



Happy new year! ūüôā

The new sprint no. 34 is published today.

Let's see what we did during the last two sprints 32 and 33.

First of all, we finished texturing the first game scene, Clearwater's apartment. All furniture is modelled and textured, placed and polished.

As you can see below:


We put more effort into the park design opposite Clearwater's home. We placed benches, trees and lanterns in the park and made them all looking good.

The metro is running regularly, the little fountain is built up but what we still miss is the grass.

But we installed lamps, lights and bulbs in the houses around Clearwaters apartment, therefore his neighbors look a bit more livelier. 

Plus, we worked on Clearwater's gunplay behavior. He is now able to pull his gun when a button is pressed, he is able to shoot as long as his magazine isn't empty, he reloads when the magazine is empty and in case, he has another one. He stops shooting when all bullets are fired.

You can see an extract here in this video (#WIP):

We implemented all the gunplay behavior in C++ but also in Blueprint.

We melted various animations together, so that he can walk and aim, shoot and switch fluently.

Clearwater's gunplay is still unfinished. We still need to do a looot of things. #WIP

I wrote dream no. 12 and felt that I forgot about everything I wrote before, that's why I decided to re-read the whole book

hoping I'll like it and I can easily write dream no. 13. With dream no. 13 the writing is finished and the book is completed.

The #WORDSproductions team is currently reading the book, too, at least all released chapters I felt OK with.

The book BIZARRE Episode I is pretty thick, isn't it?

Our plans for the current sprint:

  • We have to improve Clearwater's gunplay (+ appearance)
  • We have to improve Clearwater's walking and running animation
  • We have to improve Clearwater's facial animations
  • We have to implement a shoot button and a gun status bar (UI)
  • We have to adapt the collision boxes in Clearwaters apartment
  • We have to furnish Clearwater's terrace on the first floor
  • We have to implement a stop walking button and to model a proper animation when he is touching a collision¬†
  • I have to re-read and complete the book BIZARRE Episode I
  • We have to texture the metro, and some stuff in Clearwaters-world-outside environment

It's a damn long way to our new Gameplay Video as everything is built up but nothing is 100% completed let alone perfect.

I meditate now.


Recommended Comments

There are no comments to display.

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
  • What is your GameDev Story?

    In 2019 we are celebrating 20 years of GameDev.net! Share your GameDev Story with us.

    (You must login to your GameDev.net account.)

  • Blog Entries

  • Similar Content

    • By Brain
      Someone should call health and safety and let them know about the many violations caused by this bot.
    • By intenscia
      mod.io is an open platform for hosting mods created by the team behind ModDB.com and IndieDB.com. It can be integrated in-game using the  REST API, C/C++ SDK or engine plugins (if available) Unity is ready and Unreal Engine is in development.
      Features include:
      Platform agnostic (support 1 click mod installs on Steam, Epic Games Store, Discord, GOG, itch.io and even consoles in the future) Clientless (mod.io has no other dependencies and works behind the scenes in your game) Embeddable web app UI, so you can integrate your mod community anywhere Powerful search, filtering and tagging of mods Moderation and reporting systems built-in Steps to getting mod.io integrated:
      Add your game to our test environment or production Read our API documentation for an overview of how mod.io works Choose an Engine Plugin, API or SDK to integrate mod.io into your game and mod making tools Ready to launch? Add your game to our production environment then let's discuss promoting your release Need help? Our team is available on Discord to assist and our getting started guide has more information for you Benefits of using mod.io:
      mod.io offers the same core functionality as Steamworks Workshop (1 click mod installs in-game), plus mod hosting, moderation and all of the critical pieces needed. Where we differ is our approach to modding and the flexibility a REST API offers. For example: 
      Our API is not dependent on a client or SDK, allowing you to run mod.io in many places such as your homepage and launchers Designing a good mod browsing UI is hard, our plugins ship with a UI built in to save you a lot of effort and help your mods stand out We don’t apply rules globally, so if you want to enable patronage, sales or other experimental features, reach out to discuss Our platform is built by the super experienced ModDB.com team and is continually improving for your benefit Your community can consume the mod.io API to build modding fan sites or discord bots if they want Large studios and publishers:
      A private white label option is available to license, if you want a fully featured mod-platform that you can control and host in-house. Contact us to discuss.
      Find out more:
      Visit mod.io | About us | Add your game | Chat on Discord
      These screenshots are from our Unity plugin:

    • By kenBlade
      hi all, just wondering if I could get your tips or insight on a specific gameplay and animation question I've had for a long time:
      For tennis games and other games involving hitting fast moving objects, what would be a good way to avoid mishits like in this video? (Far side 0:50s and 0:58s)
      (watch in .75 or .5 speed for even more clarity)
      This is quite a common visual bug for tennis games as I assume the devs didn't have time to polish, but I want to make sure I plan and code for my tennis game to avoid this kind of blemish.
      I'm assuming the fix would involve some kind of IK solution and maybe target matching to get the hitting animation to line up with the correct hit "pose".
      Any advice for a Unity beginner like me would be super appreciated ūüėÉ
    • By pele90
      Hi guys,
      what are options regarding replicating actors to only one one client in Unreal Engine 4.
      For example, let's say we have a dedicated server and two clients. One client has objective to kill some actor. That actor is spawned on server and should be only visible and interactable to the client with the objective. 
      The first way that i know of, is to set bOnlyReleventToOwner flag to true and set actor's owner to PlayerController.
      Another way is to override IsNetRelevantFor method in replicated Actor and use some flag to tell for which client we want to replicate actor.
      Any other options??
      I hope you can understand my question. 
      Thanks in advanced.

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!