Polish, Implementing scripted events, and general ramblings of design ideologies...
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Not posted in a while due to crazy work amount and really not too much to show with fixing all the scripting issues that were occurring. Anyway, lots to show and talk about so I created a video for viewing - bare in mind it still has a lot of polish to get it a better working state: Skip to around 1 minute ish mark for gameplay start (I had published the game so I recorded accessing it through the client)
On with the ramblings. A few people have tested the map and reported similar issues, the controls being clunky and it being difficult to shoot, though the movement is out of my control due to the engine being an RTS (and my limited coding knowledge) I've forced the movement to work in WASD with W always being North facing in the map etc etc. This works fine, but takes some getting used to for the most part.
Some additions have been made for enemy placement and polish to some of the areas with limited assets. I've added additional doodads into make the areas slightly different to hopefully tell some more narrative:
Zerg Holding Pen
For this section I thought adding some blood decals and dead marines/zerg would start help with telling the story. In the previous room there's a few sound queues about the laboratory. The holding pen door opens to release the remaining zerglings to help with the first encounter for the player.
Attention to detail (depth n stuff)
Zerg Holding Room Breakout
This room got overhauled quite a bit and I placed the enemies in. I figured the pool of water would look better with an acidic vibe to it, though I needed some logic to explain why: For this I simply added in the zerg biomass on the ledge that seeps into the water. Makes sense? Right!?
Lost facility
The facility is fully overrun at this stage, with more enemies being place. Though I'm still tweaking their aggressive states and behaviors, as well as their leash range.
Big bad boss room
This is the boss room. Trying to script this guy is proving problematic. Especially due to the issues I am having with combat scripts.
Scripts! Scripts! Scripts!
Right, two majors ish issues with the scripts/combat etc. Firstly, I want the player to be able to shooter easier/better - at the current state, the player just shoots in the direction the unit is facing - makes it a little hard to shoot at certain angles. However, I have not been able to fix it so the player faces the direciton of the mouse click - I thought a simple variable with XYZ coordinates of the mouse in the game world and then issue order for target unit to face the XYZ would work, but no deal noel.
Additionally, combat! I can't get this to work how I had envisioned, lack of scripting/coding knowledge here. I've adjusted the data values of the spells to be quite high (and everything between low/high) to kill enemies, but one of two outcomes is occurring, the attack animation isn't interacting with the enemies/environment, or it takes ages to kill the enemy unit, regardless of damage dealt. The work around is just to have the trigger set to kill unit if they take damage from the effect of the players gun (which is mostly for visuals) it's not a bad work around, but this brings up problems with the bigger enemies I wanted to place and especially the boss. One hitting a boss is no fun...
Movement Logic script (half of it anyway)
Here's a small section of the movement with WASD - relatively simple to get work, but not as fluid as I'd like.
A simple script for a scripted event (zerg breakout)
Again, the simple stuff often tends to be the most irritating. The logic for the script seems simple, especially if you break it down, but then there's always an issue -in this case, the zerglings are stuck in the holding pen and don't interact with the player, Even with a forced unit command. I need to fix this!
I decided to have a go at map making again, it's been a long time since I've had a crack at a new map editor/game engine. And what better engine that Terry! (The Terrain Metadata Editor). After quickly getting to grips with the editor I started making an overly large map for standard pitched battles. The editor boasts a huge plethora of assets to cater to a designers desires for theme/pacing/visuals and so on. After playing a good many hours in Total War, the general map layouts are relatively simple at a glance. A few small caveats to take into consideration when creating a map. Map Size Player Size (1v1 / 2v2 / 4v4 ) Balance Interesting terrain deformation ? Map size is relative to player size, naturally. The more players on a map the larger the battlefield can be, and thus the better utilized the terrain elements can be (Having a 4v4 with 1 choke point would be a mostly boring match, watching 1 unit fight 1 unit until someone runs out of troops). Adding in ...
Been a short while since I posted about my dungeon crawler: Project Tundra (Mainly due to new PC and refactoring some code base which wasn't too exciting tbh) I've changed the original character to a female hunter for now, the animations are in a pseudo state of setup, but the code base for her movement has changed and now it plays a lot smoother - Committing to the point and click to move, the character follows the direction of the mouse if held down too. I'm attempting to showcase are more pleasing aesthetic on the level design, adding a depth to the levels to make them more interesting when passing through. Simple enough to do in theory, but getting the right feel will take quite a few iterations. A few screenshots below showing a few added "levels" utilizing the XYZ axis a little more when creating the initial layout of the levels. In addition, I decided to tinker with the unity particle effects to create a portal VFX (In conjunction with ...
Embed The Narrative! And the mechanics I guess! Something I enjoy doing a lot with assets is to embed them into the narrative, again this is simple stuff but often times it goes unnoticed. If done well it pays off in the long run, though this is often limited to assets available when creating levels (in this case I don't have loads). This method of asset placement or mechanic introduction can help teach the player without being intrusive about it. Here's an obvious example: Now this is the most rudimentary example of embedded narrative; a dead corpse propped against a wall. First thoughts on seeing this from a players perspective are generally: "eh a dead guy" or "that's interesting" - a few other thoughts are likely related to why the corpse is there/what happened to it/can I loot this etc etc. This can be used to a heightened degree later on, and be more inconspicuous, for example - if you were to create a boss room later on with say a l...
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