hedgefield

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Posts posted by hedgefield


  1. What a grand moment to end the Wizard era on, at the end of the decade. Thanks to everyone that has made these jams a delight to participate in.

     

    I'm excited for this final celebration of Thumbs lore - I ship a big assignment a few days before it starts, after that I'm clearing my schedule.


  2. Welcome to the jam! So glad you could participate with such a long career, impressive!  I always learn a lot fromjamming. I look forward to your technical writeup, that's not my expertise. And for sure that dollar sign looks mint!


  3. This turned out great :) I bet when you redo it from scratch it'll have the potential to be a Good Game, that faction system sounds interesting, and the level design was solid despite the dumb prefabs.

     

    In terms of plugins, I might try Envirosky based on your recommendation. I use a variety of assets to cobble that look together but I've been eyeing this all-in-one one for a while. I briefly considered using UFPS for my own game too, but maybe also some of the resistance you encountered with it comes from the fact that it's getting to be quite old. 1.7 was an update after they got aquired by Opsive, and they've been promising 2.0 for a year or so, so some of that stuff down in the code jungle must be a little outdated by now.

     

    Good luck with Steam!


  4. Woof, I was very sick with the flu the past few days, so I couldn't make much progress. But today I felt better and managed to implement all the necessary things to prove the concept in a basic way, so the game (or prototype, rather) is playable.

     

    And that means: DOWNLOAD LINK!

     

    Last jam I busted my ass to deliver something that was feature complete, which this one isn't, but I'm still pleased with the result, all the basic mechanics are in there in some form or another, and this game is based way more on mechanics than my other games. You can't deliver a narrative game with half the story, but you can deliver an immersive sim with only one quest, one upgrade unlocked and one level to mess around in.


  5. Well, hello from the other side. I spent about a day and a half getting Adventure Creator working with my existing custom character controller bullshit, and it's an uneasy marriage, but hell it works. Then Christmas came barreling through, and it almost put me off of working on the game, the PS4 beckoning me from the other room with many new games.

     

    But I showed up again this morning and got some nice work in.

     

    For starters, I sketched out the interiors for the buildings around the Obelisk square. There's a restaurant, a supermarket, two residential blocks and a tourism/souvenir office, with some alleys and loading docks around that filled with backdoors into places and stacked boxes and fire escapes (in theory). I greyboxed a few of the larger spaces, and it immediately makes the space more interesting.

     

    Then I worked on the upgrades for the boots. I made a very placeholder menu with skill unlock buttons and an XP counter, and as a test, I had one of the NPCs give you enough XP to unlock the jump height upgrade.

     

    jump.gif.99f07a481006969d45c286789e9b97fd.gif

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

     

    Next I'll be working on a more formal quest with item pickups, some XP triggers in hard-to-reach places and a working skill unlock system. I think I'll settle for one quest for the wizjam version and expand on it afterwards. I'd like to have some time to enjoy my PS4 and my christmas break too :D


  6. This looks great! The character already has so much personality with a little bit of animation. 

     

    The setup reminds me a bit of a demo I made for a custom dialogue system a few years ago. LA Noire was my jam at the time, so it was similar in aesthetic, two detectives in a room with two suspects, and they had to look for clues. Looking forward to seeing what you do with this one.

     

    Brackeys did a video tutorial on building a dialogue system, if you're doing it from scratch that seems like a good resource.


  7. Guess I'm locked into an orange palette now :D

     

    I've finally settled on a location layout that I like. I was too hung up on the deus ex hong kong scifi market street vibe that the grandeur of the obelisk got lost in the process. I greyboxed a few streets but nothing felt right, until I just embraced it and built an opulent plaza around the obelisk, complete with a star shape around the point of the obelisk that is formed by the buildings if you look up when exiting the metro station...

    plaza.thumb.png.bbc1e23a9961d649b74269c5f7bfb65f.png

     

    Time to get back to some actual gameplay features next! I find the idea of building a save system, inventory, dialogue, and other assorted UI from scratch quite intimidating, so I'm going to try and hook Adventure Creator into this project so I can get started on the quest.


  8. Slick! Be sure to mark a lot of the geometry as static and bake occlusion culling (it's in one of Unity's menus somewhere). That will help a lot with the performance of the city already, and it should stop the entire city from rendering when you're way out in a camp somewhere. Maybe add a hill in between so the city is definitely occluded ;) I have a script lying around somewhere that visualizes occlusion culling in the scene view if you want it.

     

    For the name, maybe some synonym of stalking and looting? Creepers, Crawlers, Grabbers, Sniffers, Snatchers etc.


  9. Thanks all!

     

    @fabian I'm not going in too deep with modeling, the NPCs will probably be sprites and I'll do some basic set dressing with combined primitives and sprites. I like the aesthetics of minimalism, and luckily brutalism/blade runner have those qualities too.

     

    I've come up with three paths for the 'get inside the obelisk' quest that the wizjam version will focus on, being:

     

    - Buy a ticket. The ground floor has a public art exhibit area, so that'll be a bit like Hitman, blend in and wander around to find a way into the restricted area.

    - Get a keycard. One of the merchants will have on for making a delivery to the food court or something.

    - Climb in. A path of stacked crates and upgraded jump height can get you in through the vents.

     

    And some assorted tiny fetch quests and exploration rewards that get you enough points to make those upgrades.


  10. The workweek has started again, so my jamming will be confined to the evenings. Yesterday I was greyboxing an environment, but I didn't like the layout and I couldn't get the lighting right, so I started again tonight with a new starting point: the subway station. You can catch a glimpse of the Obelisk in the background upon exiting.

     

    I've also started thinking about quests in this area. I think for Wizjam I'll stick to the area outside the Obelisk, having the player find a way in. If anyone has good suggestions for small errands in a futuristic market district or ways to sneak into a building, post them below!

    metro.gif


  11. Ha, don't hold your breath! I'm not leaning into parkour too hard, but maybe I'll work in a wallrun mechanic at least ;)

     

    I've switched to using raycasting for the climbing, there were too many little quirks with the trigger volume method. It took me a full frustrating day of shuffling code around, but it works much better now, and the benefit is that I don't have to do any environment markup anymore to enable climbing, it just works. So I'm moving on to building an initial environment. Here's the seed of a Blade Runner-esque alley. From here you'll make your way to the Obelisk and look for a way in. It will be the testing ground for the other features: NPCs, dialogue, XP points.

     

    fence_hop.gif.377326b3f15bcf5586dbd27b989024a0.gif