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Messages - Galavant Garde

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Idle Chatter / Re: One Of Them
« on: November 19, 2017, 05:37:11 AM »
Yay coding breakthrough  ;D my bots don't get stuck on each other anymore!  They're almost ready for prime time!!

This was such a pain, it may be of help to anyone coding their own combat bots to share what I did to make them work:

- If a bot touches another object, they check the object's name to see if it's another bot, something they should ignore (i.e. an invisible checkpoint etc), or the player
- If they touch a bot, they decide who dodges and who stays put by working out which one has a bigger ID (this way there can be no error - one MUST get out of the way)
- If the one who has to get out of the way (I'll call him the dodge bot from now on) is stationary, they will turn off contact allowing the other bot to run through them
- The stationary dodge bot then checks on a timer to see if they're obscured while contact is switched off - if not they turn contact back on and resume what they were doing
- If the stationary dodge bot is still obscured (i.e. the other bot stopped on top of where he's standing) the dodge bot will sidestep a few map units then check again if they're obscured
- If the dodge bot was actually moving at the time they bumped into the other bot, they'll side-step the other bot and carry on along their path completely avoiding any obscuring issues
- The bot which doesn't have to get out of the way (I'll call him the boss bot from now on) will carry on uninterrupted so that at least one enemy is always focussed on the player in any multi bot combat scenarios
- If the dodge bot runs in front of the boss bot in order  to get out of his way, therefore obstructing his view of the player, the dodge bot will engage the player until another bot accidentally bumps into him, and the original boss bot will readjust his position to get a clear shot of the player

It's a nebulous logic map, but it works.  It scales up too - there can only be one boss bot in any multi bot clump, so every other bot will become dodge bots and run out of the way. When they sidestep or whatever, the original boss bot will no longer be obscuring them, so one of the remaining dodge bots will become the boss bot, and so on until they are all spaced out (it happens quite quickly actually).  Side-stepping and dodging use a combination of nodes, and uncharted parts of the map the bot has verified is free from objects by firing invisible rays at the ground, meaning even if there's only one nearby node, they will be able to spread out wherever there is physical space irrespectively.  Also the timing is pretty tight, so you won't really notice bots occupying the same space for long if at all.

I've probably explained that poorly, but I'm just happy it works! You'll be able to pick it apart when I put the project data folder up for download again soon.

So now THAT'S done, I'm going to start working more on the player's abilities.  On the menu is being able to infect bad guys (which will completely change their behaviour and make their scripts that much more massive - here we go), and even just being able to yell/make noise to startle or mislead bad guys.  Because right now the baddies are a bit too fearless I find

EDIT:  Just added the ability to, well, basically just yell and make zombie noises.  It's SUPER useful when you're running around the dark as it allows you to trick enemies and run them around in circles trying to find you!

Idle Chatter / Re: One Of Them
« on: November 16, 2017, 01:31:40 PM »
I know it's quiet around here, but IDC Imma keep postin

Been trying to work out how best to get my enemies to stop clumping when they're in narrow corridors.  I realised why my code wasn't working how I intended it to - I was using the Touch event whenever they bumped into each other to trigger their who-should-stay-put-and-who-should-get-out-of-the-way logic.  However, it turns out bumping into each other also triggered the Collide event every now and again, which I was using for wall collisions...I was using a totally different logic for bumping into walls after straying from a node path than touching another object, hence my bots sometimes just got stuck and did stupid things like teleporting and running in circles etc.

SO, I've stopped using the collide event all together, and it's already working better!

Now my biggest bugbear is how the closest node for a bot to run to is often on the other side of the bot to where the following node in the path is...hard to explain without a diagram, but essentially the bot runs one direction for a short distance, then beelines the other direction because that's where the next node in the path is.  Know what I mean?  Ideas on how to avoid that??  I know I could probably do a calculation for which is closer - the first or the second node in the path...but that seems too manual and clunky.  IDK I might give that a try and see how efficient I can make it

Idle Chatter / Re: One Of Them
« on: November 14, 2017, 03:03:21 PM »
Another little update - have ditched crawling as I'm not really happy with how the model interacts with the map when laying down. Instead the player can crouch down to hide, as you can see in this little clip:

Have decreased the default gamma and chosen a darker ambient light colour, added in a graphical representation of noise you make through vents, and worked a little on the enemy AI. Now they shouldn't start teleporting all over the map when they get stuck on each other; they pass through each other until they find space (still needs work - the clip shows one little teleport but that's triggered  by wall collisions rather than contact with other bots) let me know what you think  :D

Idle Chatter / Re: One Of Them
« on: November 05, 2017, 03:40:09 PM »
Oh hai, little update after putting this project on hold while working on some music stuff...

Here's a little screen grab showing you how all of the gameplay mechanics I've been working on have come together to make the game a game:

I know it's a small thing, but I just scripted in a different way of handling walking backwards in that it's always slower than running forward with an awkward backward walk animation.  I mention it because your forward speed and animation changes depending on your health, but your backward speed is always slow, so I had to get the script to remember speeds and animations based on health each time you change direction. Really basic I know, but details count. Seeing though guys script little details like this all the time bringing your projects to life, you'll appreciate how fun it can be when unpolished stuff starts to work seamlessly

Still on the list of things to do is avoiding enemy clumps in small spaces  :o

Idle Chatter / Re: One Of Them
« on: July 22, 2017, 08:09:44 AM »
This is still happening BTW, been busy working on other projects.  But I started building the sewer network for level 3, will post updates soon  :D

Idle Chatter / Re: One Of Them
« on: May 05, 2017, 04:23:04 AM »
Got my web host sorted so the images are back.  Here's a new one showing the start of a new enemy capability I've been working on:

When you kill a guard, and another guard comes across the body, he goes up to it to inspect and says something like "J-j-j-johnny!" or "He's dead!" and "OMG" etc.  The moment they spend by the body gives you a chance to run, or spring an attack on them.  Also, the body will only interrupt an enemy's routine once i.e. they won't all keep stopping to check the same body.  Need to polish it a little as they kinda stand on their friend's body, but it's getting there.  I also know this screenshot is a bit dark - still finding the right balance to lighten the game up while keeping it dark

Idle Chatter / Re: One Of Them
« on: May 02, 2017, 02:22:42 PM »
Argh my web host has been such a pain lately. I'll get on that asap

Idle Chatter / Re: One Of Them
« on: May 01, 2017, 04:34:39 PM »
If I put the gamma up a little bit, it comes out like this:

Any better?

Idle Chatter / Re: One Of Them
« on: May 01, 2017, 05:35:17 AM »
Here's a screenshot showcasing some of the improvements I mentioned in the last post.  Better lighting, more game-like layouts with structural stuff that makes a bit more sense/gives you places to hide, improved lighting, a little contextual instruction on the screen depending on what your action button will do (in this image you're holding a rock):

You may notice the glowing wasp images - going with wasp venom as the experimental treatment that was supposed to make the prisoner placid and compliant, but it obvs has a different reaction in a human than it does on cockroaches (crazy I know)

EDIT - looking at this from my Mac Pro through the TV, it's pretty dark.  Looks fine on my MacBook though.  How does it come out on your displays?

Idle Chatter / Re: One Of Them
« on: April 30, 2017, 03:42:24 PM »
Significant progress in the past few days:

Prison map has had a big makeover:
- real stairs instead of weirdly textured ramps
- layout opened up so you can see where the heck you are actually going
- more pillars and other map geometry you can hide behind
- bye bye nebulous stairwells
- built in glorious glass ceilings letting more moonlight in
- light bollards have made an appearance improving the look of outdoor lighting
- more vents built into the map can be yelled into to make distractions for enemies
- guards have 'hiding spots' where they run to when they're scared

Scripting improvements:
- icons appear on the HUD telling you when a contextual action is available (such as pick up rock, yell into vent, aim/throw, vault over a barrier/bench)
- resolved action button conflict where throwing a rock close to a vent made it irretrievable (trying to pick it up would make the zombie yell into the vent instead)
- I 'think' I resolved a scripting conflict that caused the engine to unexpectedly crash (believe it was something to do with the 'hide all bitmaps' command when no bitmaps were actually shown)

These changes go a long way in making the demo more playable and smooth!  I'm finally starting to see glimmers of a 'real game' now

Idle Chatter / Re: One Of Them
« on: April 13, 2017, 06:24:07 AM »
OMG can't believe I didn't think to implement this sooner!  So, enemies hear your footsteps!  It means 1) you gotta be sneakier, and 2) when they're chasing you, they can easily follow your footsteps!  Suddenly, they're better at tracking you down, instead of standing there confused from afar when you slip around a couple corners

So depending on if their alert level is low, medium or high, they'll be able to hear further.

PS I'm almost done with the second level!  And here's a random screenshot of enemies finding me hiding under a desk:

Idle Chatter / Re: One Of Them
« on: March 30, 2017, 01:54:06 PM »
So I finally sorted out my web host - I can now upload large files!  Meaning now that Dropbox public folders have been retired, I can post download links again!

Here's the latest playable beta of the game -

EDIT - my web host wasn't quite what I expected, so I've killed the site.  That means you can't download the beta for now.  It'll come back soon don't worry

dim3 Versions / Re: dim3 v24 Release
« on: March 28, 2017, 12:39:19 PM »
Ahso yeah that's what I meant - like it's in the darkness and the light only shows a little bit of its face. Cool I'll try darker textures, good idea!

dim3 Versions / Re: dim3 v24 Release
« on: March 27, 2017, 05:18:34 AM »
Ace, thanks!  Final question on this - is there a way to change the ambient light colour on the start screen?  I believe it's set to white

dim3 Versions / Re: dim3 v24 Release
« on: March 23, 2017, 03:49:08 AM »
Hola Brian, question...I recall you putting Scruffy's model on the start screen of Scruffy 3D - is there any way to change the location/colour/intensity of the light source?

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