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@JobLeonard thanks!
We are at model 0.0.10 now. I’ve added a boss, a automotive, settings menu, reworked some programs and glued a ton of bugs. Next up is a few extra story, and a few GUI updates for stock and challenges.
Juice School Reunion:
There was a giant content material replace for April Fools: folks had been to wanting kill Mrs. Slitherss for weeks and I managed to make a good boss struggle in time. The speedrunning strat on the time was to fly straight to the hella OP draginslayer (a ripoff of the Dragonslayer from Berserk) and use it to one-shot the primary boss. My huge humorous joke was to interchange it with an enormous plunger, after which give it to Mrs. Slitherss to punish those that had been abusing it. Now you must beat her to get it.
Once the participant flies again as much as Juice School, she provides them a fast lecture on delinquency after which tries to fry you together with her lasers once more. If you might have sufficient HP to outlive, the struggle begins. She alternates assault modes, charging you with the sword thrice, after which summoning three skeletons. The struggle is fairly easy, however nonetheless troublesome (if not irritating). The fight system remains to be onerous to manage, so I made her straightforward to kill you probably have maxed stats.
My pal contributed a monitor for the boss struggle, and I by accident made a reasonably respectable monitor too, for after she is overwhelmed and dies takes an extended nap.
https://soundcloud.com/bcfrecords/mrs-slithers-boss-fight-theme
https://soundcloud.com/fishlicka/sleepy-slitherss
Vehicles and Wheel Physics:
I lately added the primary automobile, with sound design assist from BCFRecords. Unity’s wheel collider would not match what I need to do, so I made my very own. It makes use of a cylindrical convex meshcollider for the wheels after which spins them by way of configurable joints. This would work in actual life, however because the wheels are rigidbodies in recreation, they do not act like actual rubber. So, just like the Unity wheelCollider, I calculate the slip values utilizing dot merchandise, after which complement the wheels traction and sideways slide resistance. The interplay of the quickly spinning mesh collider with the bottom was nonetheless clunky, however I discovered that by lowering the maxAngularVelocity of the our bodies to 1 radian, the instability is vastly diminished, and the rigidbodies smear alongside the bottom like butter. From there I’m in a position to depend on the traction dietary supplements. To make the wheels really spin visually, I pretend the rotation utilizing a separate wheel graphic. It is quirky, however works very well. With some down-force the automotive is even in a position to climb vertical partitions.
After the wheel physics reached this level, I used to be in a position to slop collectively a script to get the participant contained in the automotive, add rocket thrusters, and guide automotive rolling while you maintain area bar. Similar to the in-air rolling mechanic of Need for Madness. The automotive is at present OP, because the participant is mainly invincible inside, however will turn out to be balanced as I rework the doll system.
In 100 years after I get the stock system useful, I’d prefer to make the automotive modifiable.
The doll system makes ragdolls rather more manipulable by scripting. This is a participant mutation script.
Doll Management System:
I’m at present unifying all objects with rigidbodies (participant, monsters, weapons, automobiles) within the recreation as “dolls”. Each has a Doll.cs script connected that accommodates a listing of DollComponents and DollJoints and registers the doll to DollSystem.cs.
This generalization lets me write results like DevelopDoll, MutateDoll, ShakeDoll, StretchDoll, and make something within the recreation edible, targetable, and so on… The gif above photos the participant doll being mutated. I’m at present engaged on logic for ‘merging’ dolls, which will probably be used for wearable gear that modifies the participant’s collision form.
The fight system can also be being rewritten with the doll system for extra constant hit conduct, and to make any doll collision damaging. Soon, monsters will take harm after they bump onerous into one another or into partitions. The participant will be capable to sort out monsters to demise. The automotive will be capable to take harm.
~~~~~~~~ Plans/Challenges for the Future ~~~~~~~~
Inventory System
I’m planning on doing one thing like System Shock 2’s stock, the place you hit tab to enter stock mode after which you might be offered with an merchandise grid like that of Diablo II. My concept is to make the participant eat/spit out objects when they’re picked up/dropped.
I’ve been placing a whole lot of thought right into a magic loot system. That is, objects can drop with modifiers (+harm, +participant stats, weapon measurement modifier, probability to forged, +hp regen, +protection) and it’s as much as the participant to seek out loot to enhance their character. Crafting like that in Median XL or Path of Exile can also be on the menu. There’s a lot to do lol.
Thing is, I’m undecided the way to introduce the mechanic. The recreation is getting actually sophisticated, as if it weren’t onerous sufficient for brand spanking new gamers to know earlier than. I’ll most likely voice act a whole lot of explanatory dialogue so as to add into the tutorial so no less than the participant would not should learn a complete ebook to discover ways to play.
Spells
With the doll system I wrote, it is easy to do issues like mutate monster proportions, freeze monsters, ignite them, fatten them, shrink them, and doubtless different stuff I have never considered. I intend to make spells learnable by finishing quests, killing bosses, or simply discovering them. This makes it straightforward to present a little bit of backstory to every spell.
I’m determining a brand new controls scheme together with the stock system. Ideally, you’ll tab-target monsters (or simply look of their normal path), after which forged spells with hotkeys, chosen by hovering over spells in stock and hitting hotkey you need to bind.
World Expansion
I’m mixing handmade places with procedural era. Next up I’m aiming to make a highway to guide between areas, and unfold issues out. I need to generate some forests, sky islands, lakes, dungeons, and tribal villages with pleasant little fats folks.
I’m entering into volumetric terrain era by way of marching cubes: https://www.instagram.com/p/B_qiC_-pe6s/
I’m reeeeally excited for this as proper now there is not a lot to do with the flight mechanic, which is among the greatest components of the sport. I do have to make some monsters that wont simply fall off of the sky islands although.
Perks/Quirks/Challenges
Perk: a optimistic gameplay modifier that may be earned and activated by finishing challenges (magic discover, elevated knockback, spell energy)
Quirk: usually adverse gameplay modifier (double gravity, weak participant, tiny weapons, elevated issue) utilized to a brand new recreation or activated in recreation
Challenge: accomplish feat (boss kill, speedrun, chain kill, and so on.) presumably below impact of particular quirks, to unlock new perks
I have never finalized this concept, however I’ll no less than embrace quirk choice on the brand new recreation display screen in a future replace. This will let the participant set their issue, play with world values (gravity, timescale), and let the group set challenges.
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