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 Post subject: Re: Screenshots for the faithful
PostPosted: August 17th, 2012, 2:22 pm 
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where my alpha


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 Post subject: Re: Screenshots for the faithful
PostPosted: August 17th, 2012, 2:52 pm 
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Location: Moscow
Where's the wiki more like


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 Post subject: Re: Screenshots for the faithful
PostPosted: August 17th, 2012, 8:11 pm 
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dudeglove: and just what would you do with a wiki? Finally organize all the nearly HL2-like mountain of lore and design changes you all have already accumulated? :)

Everyone has been very patient, and for that I thank you. The bad news is, there's likely to be something of a drought over the next few months: I am going to be married at the end of September, and then two weeks on honeymoon through about the middle of October. So preparations for the wedding and so forth will take increasing precedents over the project.

The good news is, through the industrious efforts of wake, my brother (as in actual, biological type) and his game development team, I've got a very talented coder by the name of Harry Hsiao on the project now, and have had for about a month now. Great strides, concrete ones--so far largely to do with the door mechanics the last few screenshots hinted at.

But I've been quiet, trying to get the game to the next stage, and there will be more info soon, hopefully by tomorrow in fact, when I get a little more time to knock out some concepts/visual aids. So: more soon. Very much more.


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 Post subject: Re: Screenshots for the faithful
PostPosted: August 19th, 2012, 12:54 pm 
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Oh wow. That's big enough news the hold back a few months. congrats.


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 Post subject: Re: Screenshots for the faithful
PostPosted: August 20th, 2012, 3:35 pm 
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omg congrats, I hope we see some cute photos in a "gauss wedding thread" or something


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 Post subject: Re: Screenshots for the faithful
PostPosted: August 20th, 2012, 11:45 pm 
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Thanks guys, still working on getting you something to show for the last month or so. I will post a shot or two for everyone of the wedding.


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 Post subject: Re: Screenshots for the faithful
PostPosted: August 24th, 2012, 12:50 pm 
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*shakes fist* you had better!!!

*edit- er you had better show updates from animal memory. Don't want you to think some weirdo you dont know wants to get all voyeuristic and see your wedding pics :P


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 Post subject: Re: Screenshots for the faithful
PostPosted: August 30th, 2012, 9:58 pm 
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Photos? You mean we're not invited!? :|


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 Post subject: Re: Screenshots for the faithful
PostPosted: August 31st, 2012, 3:39 am 
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Location: Moscow
Outlander wrote:
Photos? You mean we're not invited!? :|


As if you'd want to go to Seattle (HEY-OOOOOOOO!)


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 10th, 2012, 11:51 pm 
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working on gunstuff, i finally learned how to do linking and constraint stuff in 3dsmax. pretty straight forward but very powerful.
in this case i was prepping to do test anims for guns, and i didn't like the idea of having to carefully manage certain keyframe distances, like how far a slide, hammer, or trigger should move back. i didn't want to have glaring inconsistencies between different animations.

so this is what i did: the relative parts of the gun are skinned to bones (orange), which are look-at constrained to dummies (clear green boxes), which are path constrained to arcs (the little pink arcs). which means the dummies can only move along their given spline, and the bones can only "look at"/point at the dummies, which in turn makes sure that the trigger or the hammer or w/e never gets animated past where it should be able to go, mechanically. you use this technique to make a simple piston animation behavior, too.

Image

now i'm doing a test character and putting the gun in so harry can get screenspace/deadzone ("freeaim") working, pretty psyched.


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 11th, 2012, 1:02 am 
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hawt


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 12th, 2012, 12:51 am 
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Joined: March 24th, 2012, 1:09 pm
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Location: Free Republik of Cascadia
Trounds!
I spy a Dardick.


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 12th, 2012, 12:05 pm 
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ME WANT MAX VIEWPORT SCREENGRAB OF ACCURATE IK CONSTRAINTS FOR OBREZ


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 14th, 2012, 5:31 pm 
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patience, patience!


test walk cycle is much too hitchy still, but this body awareness stuff might actually work after all:

(about half actual speed in gif form)
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please do not taunt TestGuy for his lack of shoes, or clothing. he's a true operator. chicom chest rig. high speed, no clothes.


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 14th, 2012, 6:46 pm 
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Surely you'd want the headbobbiness to be a parameter you tweak in code or the editor or something, and not in baked into the head bone of the player model you have to re-import with each change? Just thinking it's usually a knob that needs finesse, and you have to engineer things with those knobs in mind already.


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 14th, 2012, 7:07 pm 
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yeah this is just the preview in max with the camera stapled to his head. in the game i'm pretty sure there are easy ways to staple it to the head, but then smooth out the motion the camera inherits from the skeleton. that's how i've been seeing it done in the UDK forums, anyway, i'll talk to Harry, the coder i'm working with, when it comes to that. definitely worth having it be a slider, both internally and exposed to some degree in the option menu (can't have people getting motion sick).


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 15th, 2012, 7:50 am 
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I think you've already said it but i cant remember, are you intending to have an accurate mag count in your chest rig view?

Darkchild


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 15th, 2012, 11:10 am 
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Yep! That's the idea. It's assuming the trick with the Chicom where you soak it in hot water with the mags in, allowing for two 30 rounders in each of the three big pouches, or a number of pistol mags. Empty magazines are retained but not in the rig. So you can look down and have an approximate idea of your remaining ammo.

The difficult thing is figuring out how this system works with dropping and picking up weapons. Are the pouches configurable for what goes where? Can you adjust them on the fly, and if so, how?

Suggestions on this count are very welcome.


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 15th, 2012, 11:14 am 
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switch the chicom pouches for molle ones that magically change to accommodate different ammo natures.

Darkchild


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 15th, 2012, 11:50 am 
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gauss wrote:
Yep! That's the idea. It's assuming the trick with the Chicom where you soak it in hot water with the mags in, allowing for two 30 rounders in each of the three big pouches, or a number of pistol mags. Empty magazines are retained but not in the rig. So you can look down and have an approximate idea of your remaining ammo.

The difficult thing is figuring out how this system works with dropping and picking up weapons. Are the pouches configurable for what goes where? Can you adjust them on the fly, and if so, how?

Suggestions on this count are very welcome.



You could have an option which changes a pouches type from pistol to rifle or whatever (smaller vs. larger mags). Something you can usually do out of combat. Then when a player sees a magazine on the ground they press let's say "E" to reach for it and then a number "1 to 3" to put that mag in the pouch they want (if it is a correct type of magazine for that pouch). So it would also be a memory game as when you're reloading a weapon you have to press the pouch number with the correct magazine type to pull that and insert it into the weapon. It could provide intense scenarios where you're heading behind chest-high walls trying to remember where you put the last pistol mag while your character keeps pulling assault rifle mags in front of your face looking confounded.

For extra hardcore mode. Have it be a two number tap. First for the pouch and the second for the magazine. Is it the mag closer or farther from you. I would love to see this implemented. It adds only a few very quick key presses if you know what you're doing or potentially a shitton if you're panicking and don't keep yourself organized or you just picked up random mags as you were running away.

If something like this exists then you need to have the option to immediately replace your current mag with the mag on the ground you are trying to reach with "E".


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 15th, 2012, 12:01 pm 
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that idea seems specifically designed to piss the player off. I dont like the idea of manually finding different ammo types. IRL i know where all my ammo is.

I would have a configurable rig (done out of combat) with a limited amount of space for pouches (broken down by weapon type, pistol, shotgun, rifle, grenade whatever) so when you deploy you can carry a certain amount of pistol ammo, rifle ammo etc depending on what you have specialised in. If you collect ammo for pouches you dont currently have fitted you can carry a (very) small amount in "pockets" or a dump pouch or something. this would teach you a lesson to plan your movemment into areas better but doesnt totally fuck you over.

Darkchild


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 15th, 2012, 12:09 pm 
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Very cool, nice ideas Chaya. The key points we're considering here are:

- what in combat/out of combat dynamics we wish to reinforce
- ease/difficulty of current loadout vs. changing loadout
- what resolution the magazine/ammo handling is presented at

Something you should know is that several of the weapons now, like the Obrez and the Dardick, are fed via loose rounds. So whatever solution I end up using for the system, it needs to take into account being able to stock and use single rounds. Now, a way around that particular issue (seems silly just to have one of the pouches be a loose pile of 7.62×54mmR) is to hand-wave up designs for disposable "feedbox" magazines that fill up a pouch, that dispense rounds at a time into the hand for the appropriate weapons, but are not detachable box magazines in the conventional sesne. That way you could reasonably allow the player to swap out pouches for anything, even if it's loose rounds.

There's a lot to like about the way Receiver handles a lot of the gun mechanics stuff, but in my mind that level of resolution begets it's own difficulties, and will need to be paired carefully with the resolution/tempo of the combat. In the current form I am considering something a bit faster than that, if only because I don't want the timing on the combat to slow down so much that it becomes a poor man's SWAT game (poor in that I don't think we're going to end up with AI that will stand up to the fidelity of a SWAT game, but should do well in a more fast paced mode).


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 15th, 2012, 12:14 pm 
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Swat 4's AI fucking cheated though. So I would not feel very bad about that.


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 15th, 2012, 12:15 pm 
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Something else to consider is that I don't want to offload some of the things that would in reality be the purview of proprioception onto the player's short term memory. DC makes good points, and I am leaning a little more toward the "dump bag" methodology... wherein your chosen guns/ammo for your "loadout" are privileged, and everything else you pick up goes into your dump bag. You can fish stuff back out of your dumb bag if you wanted to change guns on a level, but it will take time.

That way, I think you could pick up any given weapon and fire it, but you wouldn't be able to reload it right away, not without taking a moment to reconfigure one of your ammo slots. So long as the slot system is easy to use and straight forward, I can get behind this direction.

Max Payne 3's system is also an inspiration for how natural the what-I-can-hold-in-my-hands dynamic can be, though I don't think it quite applies to what I'm going for here, the readability of the system is worthy of imitation.


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 Post subject: Re: Screenshots for the faithful
PostPosted: September 15th, 2012, 12:41 pm 
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bear in mind that max payne's system worked partially because he stored spare ammo up his ass. if you take different ammoo natures into account it becomes much less fluid.

Darkchild


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