https://www.youtube.com/watch?v=Lpx770Nnh58 Okay, here is mostly complete blockout of the level. Some portions are still pretty sparse, but I am content with each engagement, general difficulty and pacing, and overall flow of the level. The last section (the wooded path from agora to acropolis) is no combat and I might…
@iam717 I appreciate the insights. The glitchy side to side movement is a bug, or rather a fault of the the AI code that I'll clean up a bit later. Basically they are deciding where to go every 1/4 second and if they are already locked to a decision they will then override this - it's order of operations needs tuned but…
Okay, this post will talk about next big iteration for the level design. The previous design was probably fine, however I have plenty of time before my first deadline and I think there are some major improvements that can be made both artistically and for gameplay. Level blockout update In previous post I mentioned that I…
::astonished: Correct true to life, maybe a horse really far away and hardly visible can be free in the bg. lmao. Not something i thought I'd ever read but i am amused by the free old-p.c. convo. (ah the memories) so many cats. Back to game, mmm that is one decent use of these a.i. action scripts at least, smarter a.i.…
@iam717 , i think i know what you mean. rather than just random leaping, they should be darting from cover to cover. once I get the environment further so that we have more stuff to to work as cover I'll see what I can do with code for that. i've done a little bit of experimentation with "smarter" enemy AI but what I found…
@8:16 in vid, arrow to back or just being near the enemy or did the enemy stomp on her? That was sudden, i didnt see any arrow.Yes things get a touch repetitive (what you mentioned does) she seems at the misfortune of the enemies (unprepared) for anything other than arrow fighting. About that how does she collect arrows,…
shader looks kinda jank, maybe take a look at Genshin or Honkai Impact. I think it looked better without the shader, and decimated zbrush models are terrible for actual in-game assets. Art is always never simple, because it doesn't matter if you're doing pixel art or PBR - there are methods of increasing the fidelity of…
Small progress update: General project management: Spent a day and a half preparing on boarding material for a music guy. I was lucky enough to snag a guy who is doing a final project for his college and needed a game project to contribute to. Preparing info forced me to have to think about how can I breakdown project into…
Frustrating previous two days. Its not an art update, however could help somebody avoid similar issues and maybe for somebody looking for a job at game studio it might give some notion what sort of stupid issues you might see from time to time. So first big issue was that I was trying to solve a little issue where my root…
Okay, got some actual gameplay going on. Although I am just sticking to typical mythological creatures for the enemies, of which there is no shortage of concepts I could pull from, I wanted to wait until I've actually had a chance to fight them quite a bit before I consider how they might look. Now I have played quite a…