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"I hate naming things"

timothyvincent

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I plan to write monthly updates about this project and fill each blog with a decent ratio of images to text. As I find blogs with large bodies of text hard to stay engaged in.

I started this project almost 3 months ago when I finally finished a much needed update for my previous release. I was very much inspired by T.A.B.S (by Landfall) for this project. The animated physics in their game create satisfying simulation and unpredictable moments that normal animations don't provide. I had to try it myself.

 

February

I recycled many of the art assets and movement code from my past overly ambitious projects for this project so I could jump straight into creating the enemies and implementing animated physics. I watched this YouTube tutorial by TheCooperJ. He uses hinge joints to rotate rigidbody limbs by mimicking the rotation of an animated duplicate. Example GIF from tutorial:

95b4cab5eb0cf77a3eb1ebdc14130847.gif.a491836c48f5e025bffc861e44eeee58.gif

Here's what my implementation of his method looks like on a humanoid rig:

444b5daafb13367f9ea53a1a8b2dac06.gif.a017df085f6df9277382b0c5ba11dc1d.gif

Yeah, someone call him a taxi.

So I did a Google Search and found out about a beautiful asset called PuppetMaster. This asset is extremely well made and optimized, I highly recommend it. It took a while to figure it out but I got there after a long night of pressing buttons and scratching my head.

 

March

I added a basic castle and some grass and used polyverse skies for the beautiful skybox. I also made a new enemy player model.

Rapunzel.gif.442aa1c70ea4cceb7e844471ef167079.gif

I used the Unity NavMesh system and set up some basic AI and used animations from the asset store as placeholders to get a quick first prototype working. Even achieving this much made me feel genuinely happy and satisfied. I LOVE PHYSICS. 

I was about fall asleep sleep one night but instead I immediately jumped out of bed and onto my computer (I'm certain every dev has done this at some point) to implement the shield bash mechanic:

703348560_Shieldbash.gif.b35cdf1838aca0a62fb31584328a1ae9.gif

 

April

This is where the project is at now. I made a new scene, added more environment, adjusted the colours and lighting. I redid the enemies animations in Blender and improved their AI. There are 2 types of enemy right now: Archer and Melee.

Swordplay.gif.889e230e96b907c63d492ec942ef01e4.gif

There are currently 4 items. I'm looking forward to adding more items that are more exciting and less generic, maybe even guns for a laugh.

Screenshot_3.png.025d1997db742cd6eb147daf3fef0b0e.png

They can all be equipped in the left or right hand, you can throw them all, the bow is the only two handed weapon. The rest can be dual wielded. Even the shield:

Screenshot_5.png.63eb24c905f1816ee39848dbb51d1e0f.png

Here's a YouTube clip of me absolutely destroying these blokes skulls. I added a brutal head shot crunch sound.

 

The game is still unnamed, I hate naming things, comment below if you have a suggestion. I have started conceiving a narrative for the game, I think explaining it is boring so I wont. 

 

Thanks for reading. I'll write another blog in a month, maybe. I actually wrote this blog spontaneously, never done this before.



3 Comments


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JoeJ

Posted (edited)

I like this, very interesting.

Looking at the first image the characters are clearly hold upright by magic external force. While this looks funny, it also looks dumb. (Dreams has the same issue. It surely becomes hard to make a game looking serious because of the somewhat silly character animation.)

Personally i worked on a self balancing walking ragdoll. This works but is very hard and time consuming. But i think you could make it look better without going there. For example the character he has to keep its Center of mass between the feet for stable balance, and if it runs the upper body bends forwards, also the COM. 

For something better you can look up robotics terms like Inverted Pendulum or Zero Moment Point and Instantaneous Capture Point, but i guess some intuition and watching real life humans should be enough for faked balance.

Edited by JoeJ

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7 hours ago, JoeJ said:

I like this, very interesting.

Looking at the first image the characters are clearly hold upright by magic external force. While this looks funny, it also looks dumb. (Dreams has the same issue. It surely becomes hard to make a game looking serious because of the somewhat silly character animation.)

Personally i worked on a self balancing walking ragdoll. This works but is very hard and time consuming. But i think you could make it look better without going there. For example the character he has to keep its Center of mass between the feet for stable balance, and if it runs the upper body bends forwards, also the COM. 

For something better you can look up robotics terms like Inverted Pendulum or Zero Moment Point and Instantaneous Capture Point, but i guess some intuition and watching real life humans should be enough for faked balance.

Cheers :)

You're right about the external force. I locked the spine rotation so they would stay upright, It didn't work that well but produced some funny results. Now that I'm using PuppetMaster I don't have to worry about balancing as the asset uses pin weights to balance ragdolls.

That's cool, do you have anything online showing your self-balanced ragdolls? I'm interested.

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14 hours ago, timothyvincent said:

, do you have anything online showing your self-balanced ragdolls?

Just this old video:

Far from ready for a game. I really hope i can continue on this maybe in some months...

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