I am thinking I need to test the VR waters with a more simple game to make. Basically ME and ME2 are a 30-50 man team normally… so lots of work..
I am going to think of a smaller game for VR to test the market. Any ideas are welcome. I need something that could make a little cash to afford making ME2.
Ideas are welcome. Goodness knows I have time now the main job has dwindled.
Anyway please post ideas I will be researching ideas of what works and what I like making… =)
I am still not sure but ME2 is a looooooong way from done.. I do not like releasing a half baked idea… I may just try for it but income may become an issue in the near future…..
Damn I am on the fence lol. Even writing this I want to finish ME2……We shall see… I am still looking into my ME2 assets to see where I stood.
OK now after sitting staring at my screen I want to do ME2. I need to redesign a little. I have the story line done and I LOOOOOOOOOOVE it…. so I just need to get to work!.
Well corona knocked the main job down a bit so back to ME2! =)
Going to go through everything today and see where she sits. Hopefully fans of the game will come back with new development =).. First thing is assessment of where I was.
I just do not like it. It works in VR pretty nicely and it is pretty. However it is more pretty and complex then usable in a hurry. I am looking to simplify at all places as to actually be able to finish. I am going with something like the last system. Sooo off to the races… First I am going to look for a pre-built ui system that might work and save time.
I have a tough goal but I think I can manage it. I want to have an interface that is EASILY used with a mouse/keyboard, VR, or touch screen.
Plan is to use a grab game object that all systems use and selection classes independent to each devices with simple commands all objects understand. We shall see how it goes =)… off to experiment more later.
I am going to restart working on Mission Europa 2 (Day job willing).
I have a lot to do to remember just where the heck I was.
I have had many people ask to get it done eventually -)
SOOOoooo… here goes again.. I will probably create a new project and bring over the pieces individually to keep it as clean as possible in the new version.
Anywho I will document the fun here!
Update: well the upgrade went really quick!
Up and running now to start digging into it again.
Trying to not get to complicated while being the most robust!
Spitballing here….I want it to be as open as possible but also as compact and doable as possible. It is hard to balance the best operating method. Every item you wear may have a special ability on attack or defend. So far I have item effects. On weapons and abilities they get a down, held down, and up command and each item effect decides what to do. IE a ballistics weapon would on down fire a shot. Collect the closest enemy hit and operate on them and the attacker. It would 1 reduce the ammo count 2. Tell all equipped items there is a attack on X and do what you want. There is a helm with a 1% chance of life steal. It adds a life steam to the attack. Your chest piece might have a chance of butterflies attacking the enemy on hit (just an example of how different it could get down the road). However, when you are wearing all life steal I want to add it all up and use that. On the other hand the hundereds of other possible effects would be impossible to add. I think I need to look at the base stats of Health, Energy, and armor. Use them as a baseline somehow and all other effects would be their own thing. Then again there goes the open idea of having crazy effects like a possible pathogen that spreads to nearby enemys. I know there is a greay solution sooo… tonight I think =)… K.I.S.S. keep it simple stupid..
I had teh wrong base skeleton ARGH… there went an hour… O well back to getting cobat back in… then onto the mission editor and moving it over. That needs to be the strongest thing in the game to convey the story.
Not worth the calculations as most times it is barely visible…. yeap shoulda known that.. but things are moving very quickly now… bringing the old systems over and converting them to a new modular systems. It is working well. I expect some amazing things. I really want to focus on the mission syetem and story telling soon. It already was next gen when I stopped. So a little extrea could make it really intersting. So today recap … got the ragdol system done with a new base skeleton. Gotthe cobat system done with a new collision skeleton. Got the item system and stats back in. Got the blood effect system back in with a read directory system so if I add more effects it auto adds in… got the item stats to add to an attack.. tomorrow who knows -)… moving fast… I want to spend the most time on the story delivery in the end… and in VR this is a whole new game.. So we shall see!
And please ignore my spelling and grammar these posts are for speed =)
So I think I will do a reverse ray cast from the next hit point to the target. Then bloods will spray from both sides of the target… Much more satisfying!!!
Testing blood effects on hit. I would like to do blood decals on injured AI most probably.. Not right now though.. first I want to get the combat toatlly in… I got the animation copy system working again.. Getting really close to playable again!
But I tweaked the ragdoll joints to behave muhc better. That was a really slow process of opening a joint limits and hand limiting then testing then doing it over and over for all joints… not fun!..
Ok now to combat finally!
Deep in code for some reason my skelelal assembly code is not working on just the left foot….. agrivting.. but the ragdoll system is all good. Just this one piece. After I finally fix it I will get to the combat. More later…
Just test art so yes it is ugly =)… But the conversion from aniator to ragdoll is back. I just use a template and delete the collision system then copy over teh template. Pretty simple and it works.. I think I may want to setup the explosions again to throw them around…I don’t know why that is so fun!
First day off the game in two weeks however… tomorrow… and sunday.. FULL WORK DAYS! =)..
I am moving into the combat system after I get a dummy AI to blow up and ragdoll.. I say taking tonight off but I may to a little late tonight.
Had some fun getting the ragdoll transfer system back in.. I still have a few issues to figure out. Mainly naming conventions I think but I am tired and have the day job tomorrow…But man ragdolls are fun…. =)..
Now to get the code and not just the ragdoll replcaemnt moved over. Basiacly when an AI dies I replace their skeleton with the ragdoll system I have created and then kill off all animators etc. This way only the physics animated the poor thing until it is a certain amount still then kills off all caclulations.
yea …umm… testing ragdolls… with not the coolest results…
Now to bring over my old code that once the enemies health is dead it goe srag doll and slumps to the floor. Not to mention it might be missing a few body parts. I hope to implement some grab functionality in the VR game as I love robo recall and its grab dynamics. Not to hard so we shall see. That will of course come later as most VR items will. I will finish developing on the PC then get to the VR aspect as I do not want to be waring a VR visor every day as I develope. Then I will just switch out the control wrappers so the VR takes the place of the PC controls etc with a few tweaks that are specific to the devices. Feels good now to be back in full dev mode at night. I am seriously considering a VLOG along with this blog so other game devs or people might follow along with my erros and successes =)…
Lets get an AI body back in there so I can blow body parts of and have a little fun here and there… =)…. hopefully it will translate easily and quickly over from the last version….(Famous last words usually)..
I have to say that the 2018 release of Unity is a HUGE improvement. The new prefab flow is SO much better with variants etc. This is the way it should have been all along. Very well done. As we can see I am moving incredibly quickly towards a fully armed and operational battle station.
On a side note I am thinking of starting a vlog at the end of each day for those that want to see what goes into making all this…. just thinking about it currently.
I have a wrapper around input so I can go to different platforms with the switch of the wrapper. Now the item is equipped the button down command goes to the player manager. Then to the hand it corresponds to. After that to the item that is in the hand and it is told its down. Then the item looks at all the item effects in the objects and they are told. Then they operate however they are supposed to. Good stuff =)…
Equpping also is in now. The object in the center is the item that is equipped for that hand.