RKSanders

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Everything posted by RKSanders

  1. [Released] Beppo's Hole (in one golf)

    Looking great, can't wait to play it!
  2. [Release] Decrepit (GOOD... BYE)

    I have mostly been working on the round and ability systems. I gave the units inventories that hold items which can hold abilities. By default units are given a basic_move_item and and a basic_attack_item. That they can use to preform their action during the turn. When the AI move they try to get adjacent to the player. It got a bit tricky though and I had to break the movement phase up into two parts: the move queue phase and the move execute phase. I want the AI to avoid situations where it picks somewhere to move, but becomes blocked by a unit that moves there first. I also wanted the AI to execute all their move visuals at the same time. So In the move queue phase all the AI units pick a move, then each mover asks all it's friends where they plan on moving to and if it's the mover's target position, the mover picks a new position and does all that again. I figured it was worth doing because being able to query another unit's action will probably be useful for abilities. I also set up wall prefabs. I did have to fiddle with pathfinding :/ (only a little bit though) because they're a bit different than what I normally do. My pathfinding grid is the size of a floor tile, so the walls are not actually on the grid. Instead they need to break the connection between the grid nodes of the floor. I use A* Pathfinding Project and the author Aron has a SetNodeConnection method that allows you to do this. Basic attacks were pretty easy to set up after unit's could hold items. I added an ability phase that runs before the movement phases. Most abilities won't need to do the waiting stuff that the movement phase does. So I thought it was a good idea to simplify it in it's own phase. I also set up playing an animation when the ability is used as well as basic damage, health, and health bar stuff. I'm pretty much ready to add items that can be picked up and their abilities. I expect all the unique abilities to be the most difficult part but hopefully the ability system I made will be a good base. I might start doing some visuals soon to mix things up.
  3. [Release] Decrepit (GOOD... BYE)

    I liked the BotW system too. It made me try new weapon types and think about what weapons I was carrying. I always kept a fire sword for the cold and a hammer for busting open rocks in my inventory. Nice, I tried to find that convo again yesterday but couldn't. I wanted to look up the games that were talked about. So i'll check out what System Shock and Prey did again. I think in my game I'll have each level spawn some items on the ground with a set of random abilities. The player can hold five items, with only one being active (meaning it's abilities will take effect), and items break after 1 - 3 uses. To get to the next level you have break 3 items for the exit to unlock. Some ability ideas: Lose/Gain an ability with each durability loss Lose durability each turn Lose durability on move Charges the gate an extra time when item breaks Stuns enemy Pushes enemy away Repairs another item when this item is destroyed Parry - ignore damage from first enemy attack in this turn Block - damage taken while this item is active will damage the item instead Counter Attack- first attack made against user causes damage to attacker Back stab - move to tile behind enemy, does x2 damage Cleave - Damages adjacent enemies but takes durability loss for each enemy hit Cursed - blocks adding new item to inventory slot till end of level For the visuals I'm going to try something similar to Alrin Ortiz interior dungeons. I really like the screen printed look and how simplified the tiles are.
  4. [Released] In the Shade of the Puffin

    Cool! Almost sounds like you could make the submarine a complete game in itself. I enjoy games that let you "play house" like feeding the fish, watering plants, and just finding out what is interactable. Good luck!
  5. [Released] Beppo's Hole (in one golf)

    Ah, I thought you might just use a channel value in the physics map, like say red 255. But I don't know how you could calculate a collision normal (without a normal map) from that to make the ball reflect. So having collision objects sounds like a good idea. If you do need a more optimized search method here's a simple generic quad tree script I love using: https://pastebin.com/WUjCytRj It can be used by putting the following in your tree script for example: And something like this where you want to test for collision e.g. ball script:
  6. [Released] Beppo's Hole (in one golf)

    Looks like it's coming together nicely! Does the course's physics map handing some sort of blocking obstacle like trees that the ball can't go over or through?
  7. [Released] Beppo's Hole (in one golf)

    In your project create the directory "Assets/StreamingAssets/". From there you can put any child hierarchy you want like "Assets/StreamingAssets/_Data/". Then you can access that directory with this property + your local path: Application.streamingAssetsPath + "/_Data" Anything in the streaming assets folder will be copied to your game build inside: ".../game_Data/StreamingAssets/". (more info here) You could stop here and require the player to also save their courses in this directory. However, that means if you update the game, the user would have to do some work to get their courses in the updated version. E.g. coping their courses out of the old versions folder into the new version. So, I think separating player courses from the game build folder is preferable. You could do this by using the 'Application.persistentDataPath' property. Application.persistentDataPath + "/_Data" Which is a path specific to the users OS that doesn't change with game updates. On Windows it would be something like: "%userprofile%\AppData\LocalLow\<companyname>\<productname>\_Data\". Hope this helps!
  8. [Released] Beppo's Hole (in one golf)

    Does that mean you're using Unity? If so it's pretty easy to load from a relative folder from within your application directory, which will also be built and distributed with your game.
  9. [Released] Beppo's Hole (in one golf)

    Aw yea! I love old golfing games and I love games that include the tools used to make it. Good luck!
  10. [Release] Shoehorned (renamed All Must Fall)

    Glad you like it! Yea, there's definitely some techniques that make climbing easier. Haha, I think you were the first to find it. I'm glad Nick got to it on the stream so other people could see it. I added an option to switch leaning to the right stick. You can enable in the tilde menu > Options > Control Layout B. I like that it's an option but I don't think I'll use with it. It feels a bit like patting your head while rubbing your stomach to me, but it's probably because I've put in a lot of hours playing it the other way.
  11. Update - final jam version here: https://rks.itch.io/all_must_fall Hello wizards. I'm attempting a 'Getting over it' style physics climber. You play a creature who can only move by shimmying up and down along a pole that is permanently attached to you. The character is controlled by manipulating the center of gravity by leaning, swapping sides, and shifting the pole. I've got the character controller working. I'm pretty happy with it, although, it can become disorienting when the creature is upside down. Keyboard or Xbox controller controls are: Move up/down pole : W or S - controller: Left Joystick up/down Lean (has no visuals but moves center of gravity): A or D - controller: Left Joystick left/right Switch sides (Has to have room on other side, so doesn't work on ground or when against a wall) : Space bar - controller: A Move Pole: Shift + W or S - controller: Left Trigger + Left Stick Restart (If you get stuck): R - controller: Y
  12. I really liked the music puzzles!
  13. Good job! I really like the dialog (the fish one was great) and it's quite challenging.
  14. Barbie's Trashed Dreamhouse

    Haha, I immediately started throwing everything outside too. I think you've got the coolest Gobbler. . . I'm sorry. Good Job!
  15. [Release] Descending

    Cool stuff! The music reminds me a bit like some of the Hotline Miami stuff.
  16. [Release] Shoehorned (renamed All Must Fall)

    Game's done! I was going to change the name but couldn't come up with something I liked before the deadline. Maybe I'll revisit it later. There's a few secrets in the game. Cheats are also still enabled if you want to just check stuff out. Thanks for playing! https://itch.io/jam/wizard-jam-9/rate/457514
  17. [Release] Shoehorned (renamed All Must Fall)

    Thanks, it was fun to jam with everyone! I think you're right about changing leaning to the right stick. It would also provide a full 360 degree moving of the center of mass, which would be nice (right now it's just directly +/- X axis from your character). I'll definitely put that in some time soon!
  18. [Release] Shoehorned (renamed All Must Fall)

    Uh oh. . . can you send me your log file? "AppData\LocalLow\DefaultCompany\Shoehorned\output_log.txt"
  19. [Release] Shoehorned (renamed All Must Fall)

    I've also been working on some environment art. I started replacing the basic blocks that make up the level with some more organic rocky shaped meshes. It added a surprising amount of variety to the climbing mechanics. It makes your footholds harder to find and you have to react more to the bounce and balance. Also a cave background mesh. I used a tri-planar shader for everything so I can skip making UVs and keep clashing geo together but not get z-fighting. For the past couple years I've been using Photoshop's cutout filter to make textures. It's a real quick way to get simplified, angler, shapes. I run it a couple of times on frame 2 and 5. It also works really well on photos of different materials like concrete. That's what the texture is on frame 7. I added some small details like dirt particles that spawn when you touch the bricks and some lanterns that can move.
  20. [Release] Shoehorned (renamed All Must Fall)

    Thanks everyone! Yea it was really surprising how much it improved the game feel. Especially the leaning animations because there wasn't any feedback for the shifting of mass. Yea I agree, this type of game can get a lot of attention from streamers and that's still a really great way to drive sales. I've found the toughest thing so far has been to make sure falling doesn't feel 'cheap'. Mostly trying to make sure the physics can't freak out and shoot you off when it doesn't feel warranted. I've been working on this a few hours each night but I've been too lazy to post updates. I've made quite a few changes to the physics stuff. I added raycasting to the ends of the pole that prevent you from moving into colliders which stops clipping issues like this: I also set up physics materials on everything. In general I made the character/ pole more bouncy and slick. Previously when you fell the character would pretty much come to a complete stop when you touched the ground. Now it's much more dependent on positioning your self correctly to stop your momentum after a fall. There are also some new movement mechanics. You can do a little butt hop when the body is on the ground and you move to the bottom end of the pole. There is also a double jump when you jump off the end of the pole which gives you extra jump height.
  21. [Released] It's Not Easy Being Pentametron

    Cool idea and it's looking great! Maybe your scoring system could be tweeting out your pairs and scoring them with likes. Or maybe you're creating office memos that for some reason get likes. Anyways good luck!
  22. ༼ つ ◕_◕ ༽つ TAKE MY ENERGY ༼ つ ◕_◕ ༽つ The world needs this First-Person-Shirter!
  23. Sweet puzzle! I'm going to have to stop looking at this thread so I can be surprised when I play it.
  24. [ON INDEFINITE HOLD] Pub Crawler

    I really like being able to see the next tile! The pop up icons help a lot. They make me think of a rally racing game . Very untapped market: Rally Pub Crawling.
  25. [Release] Shoehorned (renamed All Must Fall)

    Yea, working on the level is really relaxing. It's just clashing stuff together and seeing if I can get up it and if it adds something new. Here's probably the wildest thing I've found so far. The friction and center of mass is just right to let this happen: