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Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on February 18, 2017, 10:36:15 AM »
Little update - building a new highway level:




Have also thought of a new interaction which I'm going to experiment with - the zombie vomits, and enemies can slip over in it :-)
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Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on February 02, 2017, 04:22:14 AM »
Oh hey c^5 thanks for checking it out, I haven't built a save system yet.  At the moment the prison is the playground map where I'm trying out scripts and ideas, and once the game has an actual purpose and different courses/chapters I'll put in a save system.

There's no user-friendly way to skip the opening scene yet; for now just open the console and type 'skip'.  I will definitely add an easy way to skip it tho, and when the save system is built it'll start up without showing the scene if you've seen it before.

That window you jumped out of is supposed to have an invisible object on it that starts a mini cutscene when you touch it; it must have been a glitch whereby the script failed to catch the touch event.  I see occasional glitches with events not being registered (usually it's the animation event whereby the player model keeps doing the walking animation even though you've stopped walking, or gliding across the floor with the standing still animation playing) and when I restart the engine it's fine.  Not sure if I'm just running too many scripts at once and the engine is too busy, or if Dim3 needs a little update
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Idle Chatter / Re: One Of Them
« Last post by c^5 on February 01, 2017, 06:26:13 PM »
Haven't tried this out in a while, it's definitely coming together! Some thoughts:
- Is there any way to save your game right now?
- I really like the intro scene--but you should probably also have a way to skip it for players who have already seen it
- I managed to get stuck while jumping out of the window one time, not sure if I'm able to recreate it or not due to the above. I ended up hovering above the ground but not quite on the window ledge, unable to move and trying to jump just lead to the attack animation playing
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Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 29, 2017, 05:30:01 AM »
Thanks Brian :-) and it's aaaaaall Dim3
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dim3 Versions / Re: Web-Shooter Alpha 5
« Last post by ggadwa on January 27, 2017, 01:15:37 PM »
FYI: Firefox and Chrome are now shipping WebGL2 implementations (which are much faster if you use the new stuff.)  So time to move up!  Safari tech preview has, too, but this leaves edge behind for now (FF/Chrome both shipping a feature is always my "move up" target.)

Modules is the last big change I'm waiting on.

[>] Brian
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Idle Chatter / Re: One Of Them
« Last post by ggadwa on January 27, 2017, 07:26:17 AM »
That last shot is very pretty!

[>] Brian
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Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 26, 2017, 05:02:29 AM »
Still not perfect but guards are grouping together and not freaking out/getting stuck anymore :-)





Have also started building the escape route:

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Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 23, 2017, 04:49:10 AM »
Bot update - how they avoid getting stuck on each other:

- When bots touch, the one with the smaller ID will turn off contact then try to run to a 'dodge' spot it calculates by firing projectiles at the ground around it in a circle until one returns with free space
- When they reach their 'dodge' spot, if they are not obscured by another object they'll turn contact back on then carry on as normal
- If they reach the dodge spot but are obscured by another object, they memorise an array of nodes including the one closest to it and any nodes directly connected to that one
- They'll teleport to the closest node
- If they are obscured by another object at that node, they will teleport to the next node in the array then memorise all nodes connected to that one
- If they continually land on nodes obscured by other objects, they will simply follow the node path until they find an unoccupied node

Sounds clunky, but it works faster and smoother than you'd imagine (because the level is so dark and there are flashlights drawing your attention away)

It's tricky to code around the fact that their models get stuck on each other when they run into each other (this is why I'm turning off contact) but I'm thinking more and more that the way to go is to build levels with as few narrow corridors as possible, or perhaps only making narrow corridors at parts of the map between zones where stuff happens, and once you leave a zone it seals.

Anyway here's a screenshot showing the new guard models all clumping around the player but not getting stuck on each other while using flashlights:



EDIT - the download link has been updated - it has the changes to the enemy AI I mentioned above, and new enemy models.  Also when you throw rocks at enemies it's pretty satisfying - I think I might make that a thing you can actually do in the game (at the moment it doesn't hurt them but it looks pretty funny)
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dim3 Versions / Re: Web-Shooter Alpha 5
« Last post by ggadwa on January 21, 2017, 11:04:38 PM »
FYI:

The way I have been doing lighting -- for a long time -- was pretty old and was really suited back in the days when lighting was very limited by cards, which is not so much a problem.  So now I have finally gotten back to the lighting system and it's 100 times better.  No more pop-ups, lots of lights in a scene (up to 24 now), etc.

So now I'm working on a system of windows and small light sources around doors so they stick out better.  This will end up being v3 of the map generator.  Will have something to show in a week or so, depending on my time!

[>] Brian
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Idle Chatter / Re: One Of Them
« Last post by Galavant Garde on January 19, 2017, 11:57:49 AM »
Yay thanks Ryan!  I was hoping that scenario with bots stuck on bots was a thing of the past but sounds (quite hilariously and annoyingly at the same time) like it's still there...  As for their ability to land a clear shot, yeah lemme look at that  :-\ I'd guess it's when they're in a bit of a clump or stuck on each other, their lasers are going to hit their bot friends because they're standing too close

PS the bots will have new models in the next update  8)



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