brendonsmall

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Everything posted by brendonsmall

  1. [RELEASED] The Convergence Compulsion

    Got some major work done today on Fiddly Bits™ First, re-worked "Cinematic Hints" system to be a bit more forgiving and delightful (the hint is akin to "hey bub, look at that shiny pink cube over there!"): Second, a "Cutscene" helper (note the quality placeholder "[Cutscene]" stencil/stamp): And last, a "Tool Selection" menu that you can use with the mouse wheel. Not sure where the final UI will be, but you can select with keyboard (number keys) or the mouse wheel: It wraps (if on Interact and scroll "next", it selects Hack), and hides itself as it selects the chosen tool. Snazzy!
  2. [RELEASED] The Convergence Compulsion

    Making a "id software" player death screen. I also want to make the player fall over randomly as part of it. Full "Rigidbody on a bouncy head cam" might be too much though.
  3. [RELEASED] The Convergence Compulsion

    Nothing visually exciting today, but the saved game system is working. You can "beat the game" now in a fully saveable UI-driven way. Now to add some more content between "New Game" and "You Win"
  4. [Released] Stream Frasier Online Free

    This is looking great
  5. [(Somewhat) Released] Build the Nublar Evolved

    The animation effects are really great on this! I played the original, and am looking forward to playing this one as well
  6. [dev log] A Wish Upon A Star

    Some small "rubber banding" movement with some subtle audio/visual indicator might work for that I reckon
  7. [Dev Log] Mystery of the Ravens

    Nice progress!
  8. [RELEASED] The Convergence Compulsion

    I have a very basic and terrible game loop. You can beat levels. It's no fun yet, but an important step. Note that the second level turret shoots me (player cannot die yet). Also need to figure out how to hide the "throw arc" once you throw so you don't have to "put away the throw tool" as a secondary step. Maybe some kind of two stage throw (like press and hold to aim, then let go to throw), but also need to support aborting the throw altogether. Hmm.
  9. [RELEASED] The Convergence Compulsion

    Haha, yes it's very distinctive. Reminds me of: That's a great idea. Like slide it into a vent or under a surface to set off another action. Or slide it down a vent so it falls into a room you can't get to to distract a robot that you otherwise couldn't pass. Hmmmmm I like this.
  10. [RELEASED] The Convergence Compulsion

    Some improvements on the "throwing arc" test (apologies for the gif quality): I think the sliding/rolling of objects will help add to the feeling of imperfect in execution. Basically "yes it will land here, but physics wins so deal with your grenade rolling down the hill" or whatever.
  11. [RELEASED] The Convergence Compulsion

    Now all I can think of is how I am going to re-use that throwing system to make a 3D golf game *sweats*
  12. [RELEASED] The Convergence Compulsion

    Hey so something is happening with this now. Thanks to travis in the WJ slack for the hot displacement scoops. The code is nightmarish at the moment, but I can clean it up tomorrow. Woo! Also maybe some kind of casual cool Techno Disc that can spin and slide, like
  13. [RELEASED] The Convergence Compulsion

    Trying to make a "Throw Arc" and my brain stopped being good at math so I'm going to call it a day
  14. [RELEASED] The Convergence Compulsion

    Made a patrolling robot to join the static turret robot. Now to bridge the gap between "hey neat, robots" and "how do I make this fun".
  15. [RELEASED] The Octopus Affair

    This shader is relevant to your interests: I tried it a while back and it's pretty cool. No animations required!
  16. [Released] häx_processer

    Of course the goofy workaround to this that will still be fun: Just detect any noise of a certain threshold and consider that a command a la Famicon controllers.
  17. [Released] häx_processer

    If the commands you're parsing for are variables, you could add "hardcore mode" and use the vernacular in Blade Runner (e.g. "Move In", "Track Right", etc.). Ultra hardcore mode would require the use of the "stop" command to stop an action. And somehow if voice activation could work, that would be incredible Related: I forgot how satisfying the bleeps and boops of the Esper analysis computer thing are.
  18. [RELEASED] The Convergence Compulsion

    Ok, got some basics working (the turret sees and ignores the soup can, sees the "pink distraction cube" and scans it for a sec, then sees the player and shoots the player) Frame rate on the gif is terrible, but it captures the idea i think
  19. [RELEASED] The Convergence Compulsion

    So small update: I got a basic "lego brick" turret thing working. This is a simple problem, but one that I wanted to solve in a flexible way. In the gif you can see the turret can be moved and rotated and its "bounds" can also be moved dynamically and it behaves as it should. The good news is that I can use this same thing on patrolling robots, cameras, as well as stationary things. The "bounds" are relative to the object, so it effectively behaves as "+/- N degrees". Also picked up the UCLA Wireframe Shader (https://assetstore.unity.com/packages/vfx/shaders/directx-11/ucla-wireframe-shader-21897) for the "view frustrum" and it's pretty easy and good.
  20. [RELEASED] The Convergence Compulsion

    Okay, so I've got my baseline code repo established and have started fiddle with stuff. Hooray for new projects
  21. [Released] häx_processer

    This is looking great. I like the color palette in the mockup
  22. WIZARD JAM 7 // Welcome Thread

    Does anyone else think there'd be value in a "Tools and Such" thread along with the Team threads? I have some basic Unity stuff that might be helpful, and I'm sure others do too. E.g.: I just made this for Wizard Jam because the workflow of "Right Click -> Create Texture -> plunk in all the details and uncheck the boxes" process for dozens of textures is annoying and this is instant. It'd be cool to just have a giant pile of these as we do with shared assets, etc.
  23. [dev log] A Wish Upon A Star

    Regarding Nav Mesh, I don't think you can do real time recalculation. I believe you have to "bake in" static world objects into the Nav Mesh, and it is more or less locked at runtime. BUT, you can always fake it by having your "click to path" system decide what areas are considered free from obstacles, and if free, tell the Nav Mesh to select a point closest to clicked position. And the Nav Mesh can just hold "all possible navigable space" in the static world, and your obstacles can be dynamic and prevent player from selecting that otherwise "free" space. I hope that made sense. Looking forward to this. Judging by your previous entries, even a half-decent version of Fabian brand bells and whistles will turn out lovely