Exciting Developments

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Re: Exciting Developments

by Lewa » Tue Feb 06, 2018 3:24 am

drakovyrn wrote:
Mon Feb 05, 2018 3:52 am
Do you have any idea of what the scope of the engine will be? Do you think it could be modular enough to easily reuse it for other games, or even allow others to create mods for it?
I do like to keep it simple and customizable.
Adding too much stuff and making the engine handle everything for you can get in the way if you don't like the way the engine works.
(This can include gameloop execution, shaders and how those are applied, gameobject handling, UI, etc...)

So i don't really plan on creating an engine which is bundled with some kind of integrated IDE/Editor like Unity/Unreal. It would potentially force you into a specific workflow. Also it would be way too much work for a single person anyway.

The current way in which i try to design the engine is to split everything into modular layers while providing simple classes/functionality which is built on top of those layers. This allows you to use base implementations (which are provided by the engine) in order to quickly threw something together while still retaining the ability to build your own stuff on top of those layers if the need ever arises.


The engine may end up as some sort of framework where you can load shaders, render meshes, use mouse/keyboard input, play sounds and access the Entity component System,etc.. but the way you assemble/combine this stuff depends entirely on the developer/programmer.

Modding is something i would like to support.
Basic things like changing textures ,3D models (provided that i release the mesh creation tools for the engine) and shader modifications are already possible.

Gameplay modifications on the other hand are a bit more tricky (as you can't really modify compiled C++ code). The best way to go about it is to implement some kind of scripting system which can be accessed outside of the compiled code. Integrating LUA as a scripting language and storing the LUA code in textfiles would make this possible. (And i do plan to look into that in the future.)

Re: Exciting Developments

by drakovyrn » Mon Feb 05, 2018 3:52 am

Lewa wrote:
Mon Feb 05, 2018 12:09 am
Actually, the direction isn't controlled by the direction which you are facing. This doesn't affect the physics at all. Also you can alter the trajectory with WASD. You may not notice it at higher velocities but it's there.
Oh, I did the test and I see what you mean. What was happening was I was holding "W" and when I'd look in a different direction, the velocity direction would change.
Lewa wrote:
Mon Feb 05, 2018 12:09 am
Sure. :) Just note that I can't promise constant updates on this particular game.
That's no problem at all! I've been waiting for the 1.0 release of OpenMW for 3 years, I have no shortage of patience. ;)
Lewa wrote:
Mon Feb 05, 2018 12:09 am
The plan is to finish some key components of the engine (which may or may not have to do with the game itself), then release Celaria and after that I can "officially" start working on this game.
Do you have any idea of what the scope of the engine will be? Do you think it could be modular enough to easily reuse it for other games, or even allow others to create mods for it?

Re: Exciting Developments

by Lewa » Mon Feb 05, 2018 12:09 am

Is the entire map supposed to be slanted? The one you were playing in the video shows the floating blocks facing upward, but the ones in my build are all slanted 45*.
I was testing the slope physics of the character controller. For testing purposes i rotated every block on the map by around 35 degrees.
I found the swinging to be fairly smooth, and it's interesting that direction is controlled by the way you're facing (I originally tried to alter trajectory with WASD)
Actually, the direction isn't controlled by the direction which you are facing. This doesn't affect the physics at all.
Also you can alter the trajectory with WASD. You may not notice it at higher velocitys but it's there.

You can try a simple experiment. Find a block which is placed a bit furher from the ground and walk under it. You should have enough room above you so that you can easily jump and still have enough headroom until you would hit the block.

Look up, jump and while being in air shoot a rope straight up and attach yourself to the geometry. Now you should be hanging in the air.
Now try to press the WASD buttons. You will start swinging (depending on which direction you press and how long you press the WASD keys).

If you swing slowly, the WASD keys can help a lot with platforming. But as soon as you gain a lot of speed, your WASD input will not really affect your direction as much as your input modification is relatively small compared to your current overall velocity.
In this case you have to control the direction by shooting ropes accordingly and letting the physics handle the rest.
I had trouble gaining altitude. Are there going to be other ways to help with that? Maybe adding the ability to jump at the end of a swing would help?
Yeah, the game is unfinished on the gameplay side. Currently the only way to gain altitude is by platforming (climbing up the map).
Although, in this case it is mostly a level design issue.
Also, being able to climb up the "rope" or lower down would help with scaling taller structures.
That's also a possibility. Will look into that further.
I'd be happy to give continuous feedback over the course of the engine/game's development. If you'd like to message privately, I'm happy to use more convenient methods.
Sure. :) Just note that i can't promise constant updates on this particular game.
The plan is to finish some key components of the engine (which may or may not have to do with the game itself), then release Celaria and after that i can "officially" start working on this game.

Re: Exciting Developments

by drakovyrn » Sun Feb 04, 2018 11:41 pm

It works great so far! There doesn't seem to be a whole lot that can go wrong, but there are no visual glitches, stuttering, or crashing on my end.

Vsync on/off works as intended, and playing in 1680x1050 fullscreen gives me no trouble.

Is the entire map supposed to be slanted? The one you were playing in the video shows the floating blocks facing upward, but the ones in my build are all slanted 45*.

I found the swinging to be fairly smooth, and it's interesting that direction is controlled by the way you're facing (I originally tried to alter trajectory with WASD). While I had no trouble swinging around platforms, I had trouble gaining altitude. Are there going to be other ways to help with that? Maybe adding the ability to jump at the end of a swing would help? Also, being able to climb up the "rope" or lower down would help with scaling taller structures.

I'd be happy to give continuous feedback over the course of the engine/game's development. If you'd like to message privately, I'm happy to use more convenient methods.

Re: Exciting Developments

by Lewa » Sun Feb 04, 2018 3:07 pm

Here is the download:
Download
Unzip the content in its own directory and start the game.exe file.

But be aware that i didn't really test the current build on different hardware other than my own. (All sorts of issues can arise because of that.)

On the content side of things, the options button doesn't work in the menu. The map editor is also unusable.

The game starts out in windowed mode at a 720p resolution with vsync enabled. you can modify this values by opening the "config.cfg" file located in the /profile directory with a text editor and modifying those values there.

The controls are simple:
WASD for movement
Space for jumping
left mouse button for shooting ropes

Let me know if something doesn't work.

Re: Exciting Developments

by drakovyrn » Sun Feb 04, 2018 10:11 am

Sure! It sounds interesting, and I'd be happy to test the prototype, help report bugs, give feedback, etc. :D

Re: Exciting Developments

by Lewa » Sat Feb 03, 2018 11:27 pm

1. If you do decide to complete this C++ engine, will it be used for a Celaria port, Celaria 2.0, or similar?
I don't plan porting the current version of Celaria to this engine as this would require a complete rewrite of the game.
But i do plan on using this engine for future projects from this point on (including a potential sequel to Celaria).
2. What is that AWESOME Spiderman 2-esque swinging feature?! :o
I wanted to test the engine by creating a small/simple game in it.
It's basically a first person platformer (like Celaria) but instead of having parkour elements i added rope physics to the game. :P
(It basically follows the concept of being a simple game but having a high skill ceiling similar to Celaria.)
This allows me to test out the engine and to release a game at the same time.

A map-editor is also planned:
[+] Spoiler
Image
It is very likely that this will be the next game which i will release after Celaria.
From what I can tell, it automatically latches onto nearby surfaces just like the mechanic in the Spiderman 2 videogame for consoles.
It's not automatic. You have to aim with your mouse (like in an first person shooter) and "shoot" the rope with the left mouse button in order to attach yourself to the geometry (of course if you miss your target by aiming into empty space no rope will appear.). You then have to hold the left mouse button as long as you want the rope to exist. As soon as you release the mouse button you will destroy the rope.

So the way you swing through the maps depends entirely on your aiming skill and reflexes. :P

I've always wanted a game for PC that could capture this mechanic gracefully (as the PC port of Spiderman 2 was absolute garbage that was nothing like the console versions, and modern games in the Spiderman series lets you swing above buildings AKA "Swinging on Birds"). I've never been able to find another game that does this, but that feature looks PERFECT.
Never played any spiderman games but i'm aware that those with realistic physics are generally more highly regarded than those with the whole "swinging on birds" physics.

It all comes down to giving tasks a bit of depth and strategy (Ropelength, the rope attachement point, the initial velocity and gravity all play a big part in swinging from one place to another. It's by far not a simple process.). This can create opportunities for the player to explore, optimize and exploit those actions which is in and of itself a fun process to begin with.
I'm really excited to see what's next! I'm so grateful that this game exists, and I wish you the best! :D
I'm glad you like it. :)


If you want i can upload the current build of this prototype here so that you can try it out yourself.
It's playable even though it's at a very early stage in development.

Exciting Developments

by drakovyrn » Sat Feb 03, 2018 3:58 am

Hi, I just watched your YT video showing off your progress on a custom C++ engine ( https://www.youtube.com/watch?v=1kTW53wxUHg ), and I have to say, it's looking great so far! I read the text description and I'm really glad that the recent quiet about the game wasn't due to it being abandoned. I do have a few questions, however:

1. If you do decide to complete this C++ engine, will it be used for a Celaria port, Celaria 2.0, or similar?

and

2. What is that AWESOME Spiderman 2-esque swinging feature?! :o

From what I can tell, it automatically latches onto nearby surfaces just like the mechanic in the Spiderman 2 videogame for consoles. I've always wanted a game for PC that could capture this mechanic gracefully (as the PC port of Spiderman 2 was absolute garbage that was nothing like the console versions, and modern games in the Spiderman series lets you swing above buildings AKA "Swinging on Birds"). I've never been able to find another game that does this, but that feature looks PERFECT. Any free-roam/open-world/sandbox game you make with that feature will be automatically bought be me, whether it's Celaria, or otherwise.

I'm really excited to see what's next! I'm so grateful that this game exists, and I wish you the best! :D

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