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My Game Progress #162703
10/22/07 01:27
10/22/07 01:27
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline OP
Serious User
jumpman  Offline OP
Serious User

Joined: Apr 2002
Posts: 1,246
ny
hey everyone its been a while since I posted, wanted to show you the progress Ive made during my breaks.

http://www.youtube.com/watch?v=FaoPkojDkms

Its a squad based shooter Im working on, and the video shows you the different parts of the game Ive isolated to get them modular. So far Ive gotten down a few of the major parts of the game:

1. 3d Pathfinding with multiple entities:

After the nodes are placed in the level, I use Test Runner entities to move to a specified node beforehand to see how well the nodes are placed, then move to a random node. These little guys update the console with information such as how long the pathfinding function took and whether it has lost its Line of Sight with its target node. I have also replaced their model with my Keith model for fun . There are also node blockers, which are map entities that are placed to block nodes from seeing each other if the level calls for it. At the moment the entity avoidance is at best crude. The base pathfinding was made with George Pirvu's excellent Perfect AI from the AUMS, and I cant thank him enough.

2. Multiple Bone Rotation towards target:

Error014 helped me achieve bone rotation limits. A bone will stop rotating if the target angle was above a given number. What I added was being able to have the head rotate towards it's own target on top of the torso bone which has the head as a child. After I figured this out, I was able to make eyeballs rotate on top of head rotations, on top of torso rotations all within the same model(not using seperate entities for the eyes). Although you cant see it clearly in the video, it is creepy and cool to see the eyes track the camera. Along with the multiple childeren rotation, I am now able to nudge rotations of already tracking bones. With this I can easily implement body hit checks that affects aiming, and things like "ducking" while shooting as shown in the video.

3. Realtime IK:

I call it the Poor Man's Realtime IK. One of the characters that will join your team will be a large muscular soldier carrying a large machine gun, that must be carried with 2 hands. The initial problem was having the arms track the target, but the arm carrying the handle in the front would be out of rotation and holding nothing. The Poor Man's IK would be applyed to the front arm ,which will cause the arm and hand to snap correctly to the handle in front. Although its not seen in the video, this IK will be used for this purpose along with many, MANY others......robotic spider legs adjusting to terrain.... holding the hand of a following NPC......

4. Bodypart Collisions:

This fun little system implements body part sensitive collisions. Using sprites sitting on top of bones as collision boxes, incoming projectiles trigger hit checks on the sprites. In turn the hit sprites tell the model to adjust the bone angle, or more easily, switch to a pain animation of the corresponding bodypart. Right now there are only front and back hit directions, but many more can be easily added. This should open up some nice subtle elements of gameplay.... damage from behind or at the flanks are greater.....headshots.....shoot the legs of an armored target to impair movement....shoot hands to throw off aim....customizable body armor.....

5. Target Switching and LOS:

Although not as cool looking as the others, the targetting system is important. Once a soldier sees a target, he will track it and fire at it until it goes out of LOS. If he sees another target he will fire upon that one.(assuming the soldier remains stationary). Although it looks stupid now, it should be easily appendable to the soldiers AI to seek the target after it has lost LOS, and to aquire new targets if they come into LOS (would be stupid for a soldier to chase down one soldier if a new enemy attacks him)

I normally dont post things like this, but Ive realized Ive come a long way during the summer and my free time. I wanted to show you guys how much work is going into this game. Most likely, based on my current schedule, I will be putting the "How To" of how I did everything on my website in the future.

Tell me what you think.

Re: My Game Progress [Re: jumpman] #162704
10/22/07 07:13
10/22/07 07:13
Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
Captain_Kiyaku Offline

Dichotomic
Captain_Kiyaku  Offline

Dichotomic

Joined: Apr 2002
Posts: 4,801
Richmond B.C., Canada
/clap

Really cool stuff, especially IK (you have to share this code )

If you combine all of your systems very well, it could be a cool game. Can't wait to see more of it


My Blog

"Tag und Nacht schrei ich mich heiser,
Wind weht alle Worte fort,
Tag und Nacht schrei ich mein Krähenwort!"

Subway To Sally - Krähenkönig
Re: My Game Progress [Re: jumpman] #162705
10/22/07 07:16
10/22/07 07:16
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
Expert
Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Lol Jumpman this looks very funny and neat!
Good to see you back from a while Keep this stuff up!


Click and join the 3dgs irc community!
Room: #3dgs
Re: My Game Progress [Re: Joozey] #162706
10/22/07 09:29
10/22/07 09:29
Joined: May 2003
Posts: 567
Spain, Canary Islands
Felixsg Offline
User
Felixsg  Offline
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Joined: May 2003
Posts: 567
Spain, Canary Islands
You can sell the code? are in litec?
I like to much the way how the soldier walk over the floor

Re: My Game Progress [Re: Felixsg] #162707
10/22/07 11:26
10/22/07 11:26
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
User
Shadow969  Offline
User
S

Joined: Oct 2006
Posts: 873
Looks great! I am really interested in IK, can you explain how it's done?

Re: My Game Progress [Re: Shadow969] #162708
10/22/07 11:35
10/22/07 11:35
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
Expert

Joined: Jan 2003
Posts: 4,305
Looks quite good in the video.
I like the detached bodyparts for moving the actors.

Re: My Game Progress [Re: Shadow969] #162709
10/22/07 11:44
10/22/07 11:44
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Joined: Jan 2004
Posts: 3,023
The Netherlands
Quote:

Looks great! I am really interested in IK, can you explain how it's done?




IK's arent that hard to calculate, just need to convert it over to a right bone translation.

great job there JumpMan, i really liked the bullet impact part, looking really pro

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: My Game Progress [Re: Helghast] #162710
10/22/07 12:14
10/22/07 12:14
Joined: Oct 2006
Posts: 873
S
Shadow969 Offline
User
Shadow969  Offline
User
S

Joined: Oct 2006
Posts: 873
like vec_to_following_bones_origin()?

Re: My Game Progress [Re: Helghast] #162711
10/22/07 12:15
10/22/07 12:15
Joined: Apr 2007
Posts: 582
Germany
Poison Offline
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Poison  Offline
User

Joined: Apr 2007
Posts: 582
Germany
thats amazing

Really good.

Cheers

Poison Byte


Everything is possible, just Do it!
Re: My Game Progress [Re: Poison] #162712
10/22/07 13:22
10/22/07 13:22
Joined: Jan 2007
Posts: 1,619
Germany
Scorpion Offline
Serious User
Scorpion  Offline
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Joined: Jan 2007
Posts: 1,619
Germany
damnit...i feel so small now...so small...you'r so big O.o
no, really great work!

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