Hey guys.

Happy New Years Eve :)

Here's an update on what we've been doing:

I've been animating and working on the movement in the game. It's starting to slowly reform back into a game, and soon I'll have some combat systems ready and I'll be able to make a new video. The new player model is also ready soon, but I won't be showing it until the video as well. It's gonna be pretty cool, needless to say.

This week I plan on having a fully functioning idle AI along with the moveset customization systems. Movement animations should be somewhat complete by the end of the week as well, but we'll see. I'm likely going to leave a lot of the crazier animations for Mark since I'm such an amateur, but I believe my skills are at a decent enough level to do some of the quicker movements that aren't as in your face as say a running cycle is.

Some word on the AI; I wrote an auditory cortex and an occipital lobe for their brains that are both better than the ones seen in the third demo (I think I've mentioned this before), but I can also say both are completely working 100% now. The auditory systems use real sounds projected by the player, meaning that everytime you take a step, the actual sound can be heard by the AI assuming its in their hearing radius (which can vary). I've also added a quadratic falloff for the sound that's based on the way sound works realistically. It's nothing to write home about, but it's still pretty darn cool. The occipital system has some raycasting and arc calculations for seeing you in a certain FOV, and it can vary between AI's as well.

Also, I re-implemented Lock-On with a super accurate system to ensure you always lock onto the correct target by deciding whether to lock onto an aimed target or simply the closest one to you.

Lastly, in case some of you want more frequent updates, I often talk about my progress on the game a lot on my Twitter account if you're willing to sift through my just as frequent personal posts. But hey, you're more than welcome to follow me. I'd love to answer any questions or just talk to some of you.

Now I leave you with some GIFs:

Hey. How's it going.

Daniel and I have been working on the game of course, and we've made good progress. Most of it under the hood--good news is we got a new modeler/animator and his name is Mark. He's a good guy and hopefully is gonna stick it out with us until the end.

We've been redesigning the tile system so it'll be more varied and robust, and so far that's going pretty well. My friend Forrest is going to be modeling those new tiles.

I've started on rebuilding the AI, having some problems with the occipital core; the arc-based seeing systems seem to want to be off, even though 2d tests showed our seeing calculations are correct. The best part is the exact same code worked back before the demo and strangely isn't now, so there's that.

However, hearing systems seem to be accurate and correct. Sounds are indexed with locations, so AI will be able to investigate it in the future much like how they did in our third demo.

Anyhow, I'll be moving onto some simple patrolling AI tonight, and I'll be focusing on AI interaction between each other for this week, along with some basic player interaction. I'll also be doing some animation with our new base rig that Mark has so kindly provided us, and Austin should have the new MORS model done sometime this week as well.

Next week I'll begin animating the movement for the base model with Mark, along with the various combat animations I'll be needing. Then, on the third week, I'll finally begin combat mechanics. The following week after that will be spent on combat AI. And so on.

I'll be piercing the gaming heavens with screenshots and videos soon.

Hey guys.

I know a few of you actually keep up with this blog, and I feel kind of bad for neglecting it.

I'm going to fill you all in on what we're doing:

Okay, so we've completed the concept art for MORS 09, he's been modeling by the same guy who drew him. So we're going to see how that turns out, but regardless if it goes well or not, I'm going to continue after we get the result. If the model isn't usable or doesn't meet my standard, I'm going to start animating the old model instead and just go forward with progress on the game.

We've added motionblur and better shading systems, along with some fixes so that the engine is fully compatible with Macs. The new physics engine is in, and Daniel and I moved some stuff over to a server so we can work together online. Our productivity is skyrocketing because we can work together and solve problems that one or the other is more suited to solve. For example, Daniel is better with math and I'm pretty good with general design and code layouts.

As for gameplay, I've basically been tightening the movement even more than it already is, and modifying the controls. Some basic changes include:
  • Wall sliding is activated by grabbing a wall, instead of dashing into it
  • You can now grab and throw enemies that are light enough
  • Sprinting has been tightened
  • Auto-dashing has been replaced with Auto-boosting (short bursts of speed rather than essentially flying)
  • Did some HUD work, made it more stable
  • You can actually transverse floors in the dungeon now
That's all for now, we'll be moving forward a lot faster now though. I intend to model a lot of place holding models and we'll just go ahead and replace those at the end of development like I mentioned in an older post. Daniel and I are pretty set on finishing this monster.

If you're interested and would like to help, please do contact us. We have a contact bar on the main page of the blog, so do check it out.