Phaedrus' Street Crew
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About Synnah

  • Rank
    Shitty Justice Wizard
  • Birthday 12/04/1980

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  • Location
    Cambridge, UK
  • Interests
    Video, Games.
  1. [RELEASED] Tactical Gamer Chair

    I've been chipping away at v1.1 over the past week; it's been pretty slow going, but I've uploaded a new build now. There were two main things I wanted to get in, the first being fixes for the various restart bugs; Nick encountered one of these when he played the game on the stream, but there were at least two more that were revealed as I tried to fix that one. One of them is definitely* fixed, but the other two still happen, just much less frequently than before. The second thing I wanted to get in was... ... this guy. Part of me was tempted to also add "Veggie" Panino and a Business Guy (I guess ridiculous physics characters are my Wizard Jam jam?), and now that I've laid the groundwork with Dot Gobbler it wouldn't be too hard, but I kind of just wanted to get this out. I'm not sure that I'll go back to developing it now either; I mean, it's funny, but it's not a very good game, and it would take quite a lot of effort to make it good (I'd have to model a horsebag for one thing...). So yeah, check it out here: * don't hold me to this
  2. [RELEASED] Tactical Gamer Chair

    Oh hey, I just finished this! I mean, I say 'finished', it's basically playable, but it's a bit messy. Nick just played it on the stream though, and it went down well, so I'm calling that a win. (Don't tell anyone the opponents have no AI, they just go in a straight line) Download it here:
  3. [RELEASED] Tactical Gamer Chair

    I'm still working on this, but it's kind of slow going. It seems unlikely that I'm going to have anything playable ready for the showcase weekend. Good news is that collisions and ramps are now working. You can also just about see a can of Mt. Dew in that GIF; I need to make that give you a speed boost, and then add Doritos as collectables. Oh, and maybe have a jostle meter so that the gamer falls off the chair if you collide too much. We'll see how much I can get done!
  4. [RELEASED] Tactical Gamer Chair

    So I'm making progress with this, but not a lot of progress. Work's been busy and I'm not feeling particularly energetic. However, here's where I'm at at the moment: I put some placeholder buildings on the sides of the road to make it clear that you're sliding down a hill. I also modelled and rigged the gamer; I didn't feel like spending ages painting vertex weights, so I just made it an abstract dummy. Setting up the physics asset in UE4, while it's now possible, is still flaky, so it took longer than I'd have liked. Also, sitting a character on top of the chair meant that it would no longer slide downhill, so I abandoned the entirely physics-driven movement. What I've got at the moment is super simple; it just moves the chair forward along whatever surface is underneath it, so it can (sort of) deal with the ramps, until it goes over the end of them and the chair just snaps down to the road, causing the physics to freak out. I need to write some basic collision handling (You can just pass through the buildings at the moment), and then deal with ramps properly. I'm thinking I'll do something like set a flag whenever you're on a ramp, and whenever you're no longer on a ramp give you an arc based on how fast you were moving. Oh, that's another thing, there's no acceleration at the moment. Need to add that.
  5. [RELEASED] Tactical Gamer Chair

    The good news is that Epic seem to have finally fixed whatever issue it was that was stopping skeletal meshes that I exported from Blender from working with the physics system, so now I can finally have a fully ragdolling Dot Gobbler. I may include him as a secret character, if I have time (along with a secret rideable horsebag). Stretch goals, though.
  6. [RELEASED] Tactical Gamer Chair

    I have thought about having tricks! I could do some basic animations for the gamer in the chair (when I've made them) doing different poses, and then have them flopping all over the place with physics blends. I did also think about having grind rails, but why am I even saying that there's no way I'll be able to make grind rails
  7. This title stood out to me this year, and gave me an idea for a kind of physics racing game where you sit on a gamer chair and slide down a hill, collecting cans of Mountain Dew (for a boost) and Doritos (for points). Tactics don't really come into it, but whatever. Here's what I've managed today: As ever, I'm using UE4. The main thing I'm going to have to work out this time is how to have physics-based movement that isn't a total disaster; you can't really tell from the GIF, but the ramps are really flaky. If you're not going fast enough the chair will tip over as soon as it hits them (Something about moving from one piece of collision to another messes with the physics), and even if you are going fast enough there's no guarantee you'll land okay. I'm going to have to look up some vehicle example projects and get some ideas about how to constrain the physics so they behave in a way that makes the game playable. EDIT: v1.0 is out now! v1.1 is out now! DOWNLOAD IT HERE!
  8. [Released on] Alexa, Destroy Me

    Daaamn, I've been meaning to do this for a while now! Really interested to see where you go with it. I've got quite a bit of experience with Alexa skills, so hit me up in the Slack if you want any pointers regarding creating the interaction model or the back-end code. I can't see there being any problem with getting the skill through the submissions process, but I would maybe allow for a couple of days..
  9. [Dev Log] Mystery of the Ravens

    Thanks for the kind words, everyone! Progress has been slow so far this week, but here are some progress GIFs: Animations for jumping, double jumping and gliding are in. Took me a while to iron out all of the kinks in the animation network, making sure that every state was accessible from all of the states it needed to be accessible from, which also meant fixing a couple of bugs in the movement code. Singing is in. Currently it's just a thing you turn on or off, but it will be tied to the actual gameplay mechanics... soon, hopefully. I've had less time to work on things than I'd have liked this week, and I've got social stuff tomorrow and on Saturday, so it's going to be a bit of a push to get everything in by the deadline, but I'll do what I can!
  10. [Dev Log] Mystery of the Ravens

    Ah, so Unreal's animation blueprints have two components to them; the Event Graph, which you use to control the logic of the animations and do things on a frame-by-frame basis, and the Anim Graph, where you set up a series of state machines to control how to move from one animation to another with conditions like 'when the walk speed is greater than 50%, transition from a walking animation to a running one' and 'at the end of this animation, return to the the idle animation'. In the Event Graph for my raven's animations, I have code for picking one of the head positions at random, but there still needs to be a state machine saying that you can move from any head position to any other head position, which is what that massive mess above is doing. I did think about just having two states, each of which selects a head position at random, but on the surface it looked like that wasn't possible. The system seems to be set up such that each state is a single animation, but I might be wrong about this.
  11. [Dev Log] Mystery of the Ravens

    Because there are two ravens in the game, but you control only one at a time (And because I spend a lot of time watching birds in my garden), I wanted to make sure they have an interesting idle loop when they're not moving. I still have faint plans for a game about birds at some point, so I wanted to prove to myself that I can animate a convincing bird. There's the base idle pose, the exaggerated breathing animation that all game characters need, and then I made poses for 11 different head positions. I blended these onto the final animation by just animating the head bone, and then set up a system for choosing a head position at random every second or so (When you switch from one animation to another in Unreal, even if it's just a single pose, you can set a blend time so it interpolates between the two poses). Of course, I then needed to make sure it was possible to transition from every head pose to every other head pose, which ended up looking like this: I'm pretty sure there's a much cleaner and smarter way of doing this, but it's done now. After I got the head movement working, I added in two full-body animations that play every 6-10 seconds. Those also animate the head bone, so I had to turn the head blending off when they are playing. And that's basically it! As far as I can tell, the only animations I have left are jumping, double jump, glide, falling and singing. I want to finish those off today, and then go back to building the rest of the mechanics, because I feel like I'm falling behind a bit on those.
  12. [Dev Log] Mystery of the Ravens

    Oh hey look. Need to animate the jump soon.
  13. [Dev Log] Mystery of the Ravens

    Just a quick update before I go to bed; today I worked on rigging and animating Mythalore's raven model. Here's how it looked after a bit of tweaking of the mesh, and then rigging it: And in motion, with a preliminary hop cycle: Not really happy with this (The feet need to be desynchronised, and there's too much bobbing on the head), but it'll do for the time being. Tomorrow I'll set up a basic animation network and go back to the movement code.
  14. [Dev Log] Mystery of the Ravens

    Hello! I wasted a lot of time yesterday trying to set up a Perforce server, but I couldn't get it working; I'm still annoyed about that, because while we're using BitBucket and it works, it would be nice to have solved the Perforce issue, for larger projects in future. Anyway, here's a GIF of my progress from today: (Those are ravens, honest!) Regarding the mechanics, we used God of War's node puzzles as a basis, but went for a kind of Lost Vikings twist. You switch between two ravens, Hugin and Munin (Odin's ravens, 'thought' and 'memory'); Hugin has more mobility (Double jump), and can sing songs that are used to open doors and trigger switches, but only Munin can remember the songs, and must teach them to Hugin. Basically, you move Munin into the optimal position to reach the goal before Hugin finishes singing. I don't think I'm explaining this very well, but it should become apparent soon enough. Mythalore and I are splitting the work as follows: He's doing 3D modelling and level building/design, and I'm doing coding/mechanics, animation and music. I want to do some interesting stuff with the music, where the songs that Hugin sings become part of the soundtrack once the node is lit up, so that a song builds up as you complete a level. So far I've got movement, jumping, double jumps and gliding working, as well as the ability to switch between the two ravens. Rather than use UE4's built-in character class, which is way too much of a black box to me, I'm writing all of the movement code myself, so I think it's going to take a bit of effort to make it feel good. Next thing I need to do is handle height changes on the ground, because at the moment a gentle slope is enough to stop the ravens dead.