Category Archives: WIP

Bigger map and tons of fixes DevLog (breakdown

More feedback came in from a few sources and repeat reviewers (fans!). One was a video and showed me something I would never do, others were descriptions of issues and others descriptions of possible solutions.

I have gotten into a groove with the project and I am putting in the time in order to get the controls, camera and action release ready, so that I can move on to levels, sound and cinematics. It’s crucial that the game isn’t a total pain to play and even though my initial plan was to focus on the gamepad – in order to limit my scope and by extension my problems – enough people testing the game were using the mouse and keyboard and giving feedback it was impossible to ignore.

I think I have made progress with the character movement and the camera is pretty good, but I still need to work on getting the weapons to enhance the experience.

I fixed a variety of bugs, here is a small list and the culprit:
– landing animation would not play even though distance from ground was triggering
Solution: a checkbox needed to be unticked in the transition settings

– enemies could be pushed around, most noticeable with the Hell Knight
Solution: physics needed to be set to Kinematic. Had a ton of consequences, but the gameplay doesn’t depend on the physics of the enemies so I just limited their ‘physicality’

– some collisions on stairs and bigger map
Solution: initially I just didn’t want anyone to go up the stairs, so I moved their colliders, but then I added jumping and you could go over them, which exposed the large empty terrain, so I fixed them and filled in a chunk of the map to see how it could look

– axe would vanish or stay motionless in the air
Solution: I have spent quite some time with the axe, it relies on coded movement, but also on the physics engine and balancing these 2 is always tricky. I removed most of the dependencies on the physics engine and cleaned up all animation transitions, since it seemed that people were mashing buttons and this caused unexpected triggers of animations and functions, allowing the axe to behave erratically. Streamlined the axe states and made a bunch of stuff distance based

– weapons
Solution: now that you aren’t targeting with the mouse the behavior of the weapons has changed, one of the things needed to make things more manageable from a player perspective it seems is to avoid having two weapons active at the same time, so instead of having to draw the gun and shoot, you now are either using the gun or the axe and this is how I will implement the rest of the weapons – one at a time. Bloodborne be damned (it was a far fetched concept to begin with).

Controller mapping has changed

– targeting
Haven’t tackled a full blown solution to this, but you can still lock on a target and the weapons have auto-targeting with some tolerance. My plan is to add in an item that shows which enemy is currently targeted by the system, so that players have a better understanding of what is going on under the hood

– Roll/Evade
I removed the previous system with 4 directions of roll, now you can roll to the left and roll to the right with the controller bumpers or ‘Q’ and ‘E’, don’t know how useful it is.

So has keyboard mapping and mouse

Things I will probably need to add: health display for bigger enemies at least.
Tons of sounds. A tutorial and controls setup page and of course half a dozen more levels.

Hit Reactions

So my enemies were lacking some reactions to getting hit by weapons among other things that would make things more juicy, I decided to use the morning to implement a simple hit reaction system.

My first stop was to add a hit animation in a way that would layer over the rest of the enemy systems, so I created a simple 10 frame animation with one pose to see how it looked, I added this to a separate layer on-top of every other layer. Created an upper body mask so that they could still walk and then I just triggered it upon getting hit:

That worked fine, so then I had to figure out a way of establishing the direction the weapon or projectile was coming through, luckily Unity has a dot product function as well as a working sample in the SDK that recognized forward and behind. I extended this to recognize left and right. I also gave it some tolerance to allow for centered directions, so 8 directions in total and a centered one just to cover all possibilities.

I first tested this using a cube and a sphere:

So now that this was working I went back into 3dsmax and made the 8 directional hit poses, roughly, then brought them back in to Unity and named the accordingly. I then added them all to the hit layer I created and placed them according to direction, finished up the transition setup and triggers and voila:

Axe Updates

So I have completed a few updates this week, first some additions to the axe shown in the video

The axe can now be upgraded to increase it’s effectiveness, normally you throw it and it comes back, now with upgrades it can bounce between enemies as shown in the video, with 2,3 and 4 bounces at least (the system just has a limit I can change and a distance of effect, which can also be upgraded.

I also added a few sounds and a small delay when the axe hits something to try to give it some more punch.

Archer feature complete

I added actual arrows, with trail, a bow with an animated string and a quiver as well as sounds for loading, string tension, shooting and arrow-woosh…

So the skeleton follows you and it has a range after which he starts shooting arrows while walking, if he gets closer he stops walking and just shoots arrow and if you move away he will continue pursuit.

I had him running like his sword wielding buddies, but that was a bit too much and would be lead to less variety. So zombies are the slowest, archers are slightly faster, but they have a range and skeleton warriors are really fast, but have a short range (melee).

I will add some randomness to his targeting as well and call him done for now (which means awaiting a modeling and texturing pass, basically polish)

Barrels of skeletons

Hi guys, more on my wip game:

small improvements in animations, added exploding barrels and attacking skeletons with temp wooden sword

I will be making an archer version of the skeleton, as well as a zombie that throws bile. Next are the Hell Knights and the Mini Knights. Oh and Death’s Scythe

Zombie improvements, Skeleton and Gun polish

Facing zombies in the graveyard is the most likely going to be the first experience you will have in the game, I want to make it enjoyable and juicy. So I went over the zombies and made some quick textures, including normal maps, even small details like the chunks missing are noticeable and readable during action, this is probably close to the final look I will be going for, at least for the first version of the game

So I have more free time now and I am ramping up production I implemented all 3 zombies with giblet versions and a new enemy type, also in-game and breakable :

A closer view of the skeleton with flaming eyes:

I also spent some time polishing the gun, both the bullets and the related animations

I will implement some attack animations and post an update during the next days. Then more items and more enemies to finish up what I need for the first level. Stay tuned

Making giblets

So as I was working on one of the skeleton enemies – for which I have the intention of them exploding into bones like I did with Bashing Orcs – I figured I could make giblet versions of my zombies as well and give them that extra juice.

I spent Sunday morning cutting up the zombies and then in the afternoon I implemented the code:

Putting some things together

I put together a small area to get a sense of what I will need to do for levels, I feel I will end up increasing the amount of zombies I thought I would need, so I will also need to work on the random variations and textures to get something that works. Some audio effects also added and some systems added to the gate and chest.

Next skeleton enemies and maybe the zombies can throw something at the player as well, check it out here:

Fireball test

So now I have some graphics for the bars and everyone pauses when I press ‘Start’, what else can I do with magic?

In comes the myth of O’Lantern: Satan promises to never take his soul, yes, but O’Lantern ends up in the dark and alone, he tells Satan: you’re just going to leave me here in the dark?

And Satan tosses him an ever burning piece of ember from the flames of Hades (Greek Hell) that would never burn out. Hmmm that sounds like a fireball of sorts, maybe he chucks it, so I tried it out: