Showing posts with label airship dragoon. Show all posts
Showing posts with label airship dragoon. Show all posts

Saturday, 31 January 2026

The Great Debugging

Initial attempts at Inverse Kinemetics proved imperfect

 So THE GREAT DEBUGGING of actually trying to get our warbands to operate in a terrain environment has begun. And the good news is that it has almost™ ended.

Mistakes were made, and the good news is that it wasn't all be me, but also the data libraries which I use >>> I AM LOOKING AT YOU RECAST PATHFINDING. And I'm not even using AI (lol!), imagine how much worse it could have been!


So just pathfind across the RIVER OF DEATH and into the CLIFF OF IMPASSABILITY
 

Recast Pathfinding is a great resource, so great that I wrote my own pathfinding plan function that actually bothers to check if the pathfinding plan gets anywhere near the pathfinding objective ... not that I want to completely write my own pathfinding system you understand because I am not batshit insane.

But I did come up with a system of fallbacks, now that my own function actually bothered to tell me that the pathfinding library had, what we would call in layman's terms; FAILED, but for some reason it thought was fine to deposit everyone wearing heavy armour into a deadly deep river with unclimbable cliffs was some sort of mathematical success.

I want to get into the middle of the castle

Thankfully my own functions used something called basic reasoning that when the path ends hundreds of yards away from the goal position that it might actually have failed and we should try other things. Other things however still relied on Recast's "meh close enough" being ANYWHERE in the map rather than at the literal destination, so I came up with a level specific functioning system where I could direct the pathfinding to actual traversable waypoint paths to overcome the RIVER OF EVERYONE IS SINKING.

I want to get into the middle of the castle and I will use the waypoint on the bridge because I am forcing it to

And then there was the whitespace ... admittedly this was all down to me in the script files but "whoa laddy!" hunting down all those "objID" != " objID" has been a right royal pain in the Prince Andrew. So my apologies for a lack of interest but low fps debug build video of my multitude of warband troopers running about undulating, river obstacled terrains, knocking seven shades of the brown stuff out of each other. You will just have to "trust me bro™" that it really does work.

I also attempted some IK shenanigans to get the player's feet to actual transform to uneven surfaces, and as you can see from the first image is worked great ... but only if you want to stand like a sugar plum fairy ... and movement wasn't much better either.

 

Speaking of SHENANIGANS!

It had been brought to my attention, via SteamDB that Airship Dragoon had spiked in player count, a good 12 years after release.

 Bizarre.

 I had ignored this and thought that it must have been a bug, yet ... Steamworks verified the player count. 

 And the nations were somewhat surprising ...

I hope no-one is using this actual military tactics ...

 So ... there you go, highest consecutive play count ever, in 12 years ... so I'm thinking ... bots going for trading cards? Not sure anyone is buying those trading cards though ... so ... it's a mystery.

 Anyhow, just like Skeletor memes, until we meet again! When I will (hopefully) have some video of my warband game in full action over a real playable landscape! Not that there is anything for the player to do yet, but hopefully human fleshoids aren't as prone to fubaring everything up as a machine.

Hopeful, ever hofepul ... 

Monday, 30 December 2024

Cosplaying Catgirl Characters Complete

Monsters Loot Swag; Final Playable Character

 As the year 2024 comes to completion, so has the list of playable characters for Monsters Loot Swag. Schiavona is the 8th playable cosplaying catgirl character and fourth and final character who has to be unlocked via achievements. She is a close range, melee based character, with fairly average physical statistics, but is very heavy on inflicting damage.

Cue video of her in action:

All that remains for work to complete the development of Monsters Loot Swag, is now the final level with boss character, and few art related pieces such as an intro containing plot, as if 8 playable cosplaying catgirls battling 8 waifu level bosses needs such flippery as plot!

Airship Dragoon has been on Steam for 10 years

Airship Dragoon got two updates at the beginning of December, the first was due to a new Steamworks SDK which had broken some of the 10 year old code for Steam integration, and the second was because, whilst testing the first update on Steam to make sure it actually worked ... I found a bug from 12 years ago ...

Thankfully, 12 years ago me ... who may still have been in his late 30s ... had left a code comment incase something happened that was not supposed to happen - and during this test of the new Steamworks code ... it happened.

The ancient code comment made it relatively simple to track the "something happened that was not supposed to happen" down to a specific function were pathfinding was sent if it completely failed - something so rare I had never had it happen, not anyone report it in the last decade, but I had not added an escape of any kind to this failure state, and so quickly scripted an emergency "move elsewere" command, so not to get stuck.

Rounding out the year work-wise, I finally filed my tax return with His Majesty's Robbers And Crooks (HMRC), something which the gubbermint has gone out of their way to make ever increasingly difficult. Their oh-so-helpful system active attempts to stop me from paying them money and every year I send feedback telling them that their crappy website has been broken for the last 7+ years and tell them how to fix it, every single year.

I ran out of characters typing into the complaint box


For 7+ years they have not done this
 

As it's Decemeber, and the time of eat, drink and get indegestion, I bought the biggest steak at a reasonable price that I could get.

Hello Vitamin B12!
 

Suitable Protective Clothing For Roasting Such A Beast

Went For Medium-Rare For Fear Of Some Folks Freaking Out If It Was Still "Bloody As Hell"

As Monsters Loot Swag comes to the end of it's development cycle, I naturally have one eye on the next project. Previously I had posted some of my test work on a third-person melee combat system. As my previous two projects have taken so long, I had been wondering about how best to make a short form game that could be expanded on if it received due interest from players.

I noticed that there had been quite a lot of complaints on the new Stalker game, about how it's open world design had broken it's previous a-life simulation, and I thought that maybe going down that route could be interesting - both in gameplay but also in coding the concept.

So, something along the lines of a 4km square map (not too big), with bands of enemy warriors from different areas or periods (Saxon, Norse, Magyar, Venetian, Chivalric, Landsknecht, etc) wandering about, picking fights, fleeing greater enemy forces, with a smattering of random loot and treasure chests, maybe some wild life plodding about.

I had a brief test to see the ballpark range of having lots of Ai players visible, having them invisible, not rendering but still having to update physics each engine tick. This was done in debug mode whilst running an IDE so naturally the framerate was terrible, but it did quickly prove what I had suspected, which is rendering 200 skinned meshes is a lot more overhead than just processing the physics for 200 Ai players.


 In a player build test without the overhead of debugging, the framerate was 500fps empty, 80fps with 200 characters rendering, and 350fps with 200 characters not rendering but still updating their physics. Not that I would ever consider having 200 Ai players battling it out right in front of the player's camera.

It will be interesting to see what sort of load I put on my processor and gpu if I remove the Ai players when they are nowhere near the player and turn them into scriptable objects who would then approximate their actions using RNG as they move around the map, out of the player/client camera fustrum and view range.

Anyhow, that is all for a later date. I hope you have had a Merry Christmas, and here's to Space Year 2025! 

Happy New Year!

 

Saturday, 30 November 2024

New Playable Character STARSHIP

 

New Playable Character STARSHIP brings the 1950s sci-fi vibe

Monsters Loot Swag got a new update on Steam, with the seventh playable character - and third unlockable - STARSHIP, who arrives with a cheesy 1950s sci-fi vibe. Duck Dodgers eat your heart out.

Starship is a high mobility and range-based character, and the only Monsters Loot Swag character who can truly run-and-gun without needing to slow down and aim to shoot.

And here she is in action.


And whilst we're talking about sci-fi cheese ... feel free to sing-a-long with ex-Pan's People cum Hot Gossip dancers, which I had on 45 speed vinyl ... which was a thing when I was a kid. I pity the younglings these days who will never know such joys as Gen-X took for granted.


 They don't make them like that anymore ...

Lord and Protector Gaben released a new Steamworks SDK build, which streamlined how player stats and achievements were obtained by the game app, with all player statistics now loading via the Steam Client before the game is even launched. Naturally thsi broke all my code which communicated with Valve's servers, so that had to be fixed ... especially for Airship Dragoon which meant hunting through C++ which I had written over 10 years ago ... whew lad.

10 years later and Airship Dragoon has achieved "Mostly Positive" reviews

And it wouldn't be a devblog without complaining about the weather! Err Nerr Snerr!


It didn't last long, just long enough for me to almost go arse-over-tit on an icy path, before a tropical storm came in and rained winter off again.

Monsters Loot Swag and Airship Dragoon are both on sale in the Steam Autumn Sale right now.

Next up, probably the final playable character for Monsters Loot Swag, after which I only have the last level to make and a few extra bits to tidy up before full release next year.

Saturday, 31 August 2024

Anniversary 10 Years On Steam

  

Airship Dragoon has been on Steam for 10 whole years. Even Albert Spier only got 30 years in Spandau ...

To celebrate this monumental event I put the game on discount of a whoppinh 95% ... but Steam only allowed a 94% discount due to transaction charges converting into US dollars. So 94% it was, slightly odd number that it is.

One of the interesting things that I found was that the Far East of Korea, Japan and China did make the top 10 for sales. This was especially gratifying as I knew there were plenty of pirated copies in the early days floating around China due to the amount of traffic my website got to download the additional map pack.

In other news, August draws to a close. A month of scorchio sunshine, sitting out by the veg patch, absorbing vitamin D in non-capsule form and sewing myself a medieval bag hag (summer pattern), going to make a winter one with felt to ward of hypothermia later. 

Alas the baking sun meant that the veg patch was going bone-dry, especially as the water barrels had been emptied. Roll on some rain, in fact after the utter soaking for the first half of the year, if it could just have kept a bit back for mid-August instead of swinging from "I need to build an Ark" to "I need a Thumper to distract the sandworms", it would have been appreciated.

Behold my mighty carrot crop! That was it ...

 When it finally did rain it did at 3.30am, so I was outside changing water barrels over with a coat over my jim-jams. If anyone has a working weather control machine who is not CIA, please could I have some more rain.

I also updated the demo for Monsters Loot Swag, to the most modern working build of the game. The old version of the demo had been removed due it being built with Ye Olde game engine version which predated Torque3D 4.0 and the fancy asset system and PBR (Physical Based Rendering) materials.

In other indie game dev news, I finally fixed all the networking jitter I had previously been fighting ... by simply ripping out the custom player class code I had written and using an actual seperate camera system. I had always had a sneaking suspicion that trying to go through the player class and directly use the player object's own cam/eye node might not be the best way of doing things, and in the end, said sneaking suspicion was more jumping up and down suspicion with total loss of stealth abilities.

I decided to use the Open Source 3D Action Adventure Kit camera system as a base, and after a bit of modding I got it to work with my existing lock-on target system. Behold - moving AI who have been locked on by both hosting client and remote client - now without any jitter!

So that was August, and now we will be onto September, named after the Greek "sept" meaning seven, because it's the seventh month ... or at least was until two despots added new months after the sixth one, and conveniently named said months after themselves ...

Anyway, next up on the dev frontier, Monsters Loot Swag only needs 1 more level with enemy boss, and 2 more unlockable players making, before a bit of tidying up to finish it off. I am not in a rush however, as I would rather ship in early to mid 2025, and thus give myself time to get the next game concept furthered more, hopefully to the point of having some real gameplay and a store page available for coming soon™.

As my previous attempt to drum up interest with the Monsters Loot Swag early access release didn't achieve any support, I might try an open beta next time.

Wednesday, 31 July 2024

More Third Person Melee Mayhem

Finally, summer has arrived in the dreary part of grim northern climes, though July started as June ended, with weather best described as "crap", and a sudden return to wearing jumpers.

Game development-wise things have continued much as before, with the vast majority of effort being aimed at the third person melee project demo.

I had long wondered what the best way of getting different clothing and armours onto a model would be. Many moons ago there was a turn-based RPG there was a post-apocalyptic neo-Roman game ... who's name escapes me ... and they literally had to load every piece of armour that the player could wear onto a single model and use the "hide/unhide" commands. 

Well many moons on from this and it looks like the only way to accomplish such things appears to be in the same manner, as you cannot just mount meshes and have them conform to the character's skeleton and mesh weight painting. Deciding that making a single model with EVERY PIECE OF CLOTHING that could ever be considered was not a great method for potential later updates, I delved into the engine to see how best this could be accomplished with code and script. The answer was to add a list of meshes to the character model's constructor, though this did mean it all had to be done at preload and was thus impossible on the fly, so once again, we are back to "hide/unhide" commands. However, at least this way it could be automated to search for all available meshes (and their LODs, which have to be added seperately per mesh), rather than sticking it all in the model and never being able to change it later.

Behold The Hat Of The Ages!

The Shape Constuctor code for adding meshes was somewhat out of date and relied on directory locations, so I updated it to deal with the engine's asset system. I'm thinking it would be best to have a function look for all relevant assets - probably from a folder naming system - and then add them all at runtime preload to the character mesh, followed by immediately hiding the added meshes and then only displaying them on the model when specifically called for; eg: when the player slects clothing or armour. I am not currently certain what the limitations on numbers of meshes would be this way.

Orientated Box Outline In WorldSpace

 Speaking of coding, it took long enough to get my custom code and the debug drawer to agree exactly how an oriented box works in world space. I had an idea for testing for blocking and parrying by using the actual strike/bounds box of an object, except weapons are not actually objects at all but are virtual due to the FSM system. After some testing I decided it was going to be difficult enough to make a successful parry this way and will probably go down the Dark Souls route of using animation frame timings - though unlike Elden Ring, I very much want to avoid this being tested on the client side as that appears to highly exploitable to hacks.


 Whilst I had coded a lock-on target system a few years earlier, in practise at melee attacks it was not always easy to actually strike the target, regardless of it being screen centre, and quite often I could miss and my strikes would go just wide. I decided to code a toggleable "face target" system, thus allowing the player to decide whether they wanted to absolutely aim for the enemy at the loss of movement speed due to circling side to side or backing away.

This worked fine but seeing the player spin in place to face the opponent seemed very 20 years ago, so I went back into the animation system and coded a speeded up sidestep when doing it.

Artifacting gif is artifacting ...

Whilst adding things to the lock-on system, I thought it might help to distinguish which target it was by having a health or status icon. I started off with a health bar over the target that reduced in size the further away, eventual throwing the lock-on off if the target was too far away. After this I thought I might create a central lock-on icon, for instance Elden Ring has a tiny white dot at the centerpoint of the target. I found this and the opponent health bar to be a little too busy on screen, so made the central icon a circle which changed colour depending on the target's health.

Whilst testing lock-on I discovered an issue with my original code from a few years back, I had always tested it with the player moving around the target, but not the target moving. This turned out to cause some nasty jitter due to the client being a tick behind the server. Rather than mess around in the depths of prediction I just took some old "target heading and velocity aimpoint" code from my old Aeronauticals air combat demo, and retrofitted it to have the client look 0.064 ahead, 1 server tick and 1 extra tick for the client being an engine tick behind. I added this code to my resource on the Torque3D website and slightly rewrote some of the original lock-on code to make sure that everything was using the render transforms that the client was seeing rather than the actual server positions of objects, something which I had previously noted in code about displaying names above objects whilst looking into coding the health bar for the target.

In other news some muppet crashed half the world's computers and offered discount pizza as way of apology. It turned out at some point other computer systems had been updated too, and Monsters Loot Swag no longer worked on Linux due to changes with Wine and so the DirectX driver needed updating ... but apparently no one mentions these things and you just have to use The Force to find out. Turns out there was a slightly larger D3dCompiler47.dll which needed to replace the slightly smaller one. Monsters Loot Swag now once more works on SteamDeck.

And that was pretty much July, numerous other things happened which I cannot remember, I got a tan when summer eventually arrived because you just don't know when the free vitamin D is going to disappear around here. After months of drowning in a seemingly perpetual deluge of rain, I am back to hoping for some wet stuff coming out of the sky as my water barrels are empty and the veg patch is parched.

Next month is the 10th anniversary of Airship Dragoon being on Steam. I thought about maybe doing "something" but the models were all exported using a system which doesn't exist anymore (pre-Collada), so anything new would not be compatible with older animations ... which is a bit of a bummer. The past is a foreign place where they do things differently ... so I think I will just let sleeping dogs lie on that one.

Sunday, 31 December 2023

That Was The Year That Was: Space Year 2023

 


2023 comes to an end ... and if I am honest, it was kinda non-descript ...

So what actually happened? I have no idea, but it did include me porting Monsters Loot Swag to the latest version of the game engine - available here for FREE under MIT license - and all it's glorious new fangled stuff like asset systems and Physical Based Rendering (PBR).

Have you seen this PBR'd catgirl?

You have now!

So, anyhow, the latest engine version of Monsters Loot Swag got a BETA, whilst I fixed a few things up on that version to bring it more into line with the default v.3.x which I had initially uploaded to Steam - not that I got the feedback and testing which I was hoping for, but hey, that's just one of those things. The v.4.x Beat build did come with it's own script compiler which was invaluable to finding scripting issues which the the default version would not. I will probably retire the default Steam version and replace it with the Beta as standard moving forwards. 

Have you seen how to opt into the Beta?

You have now!


 I also beat Micro$oft at it's own game when it locked me out of the source code for Airship Dragoon, and managed to finally put out a new update with the latest version of Steam.

Have you seen this Airship Dragoonette?

 You have now!

Have you seen this Sparrowhawk?

Well he spotted me first ... I mean what did he want? It's not like I can just feed him juicy blackbirds, which judging from the carnage near the veg patch, is his sole diet.

In other news I managed to survive five (5) whole decades on God's blessed earth, I think wearing a sallet for the whole time helped.

In other news I have made good progress with my GAMBESON which I have designed specifically to survive Winter with when heating prices go through the roof, or someone Kalibrates the UK gas pipeline, and yes, season should have caps. I am currently messing around with the edging at the moment and need to sort the arms out and some strapping for the front which is double layered in a slightly eastern fashion. No prizes for the sewing aesthetic but it will hold together. 

It's surprising how sore my finger and thumb has got just from holding a needle.

Once I get chance, I will return to my medieval hack-and-slash-cum-RPG idea which I have already coded combat up for, but really now need some 3D artwork and animations, and I'm thinking of a lowpoly aesthetic with that. 

I also intend to port my old aeronauticals air combat game demo to the latest version of the game engine and release it for testing. To be honest if I go back to that I might make it low-poly too as that seems to be faster with production. It's a style which certainly did not do Valheim et al any harm.

Another 365 days are gone, so you for the next 365 ... unless it's a leap year some time ...

Happy New Year!

Thursday, 30 November 2023

Novemeber Cometh November Goeth

 

November has come and gone in what felt like record timing. The Steam Autumn/Fall sale is underway and I threw in Airship Dragoon for the Steam Awards category "Labor of Love", due to updating it after nine years on Valve's platform. More on that available on Steam.

November was a blur of getting the dreaded lurgy - which seemed to take forever and half a million hot toddies to clear, and testing, testing, testing ...

Testing many, many things ... 

Such as trying to lower the polycount on Monsters Loot Swag models. Previously I had used an automated plugin to reduce polycount for Level Of Detail, however this made a horrible mess of UV mapping. So I decided to try Blender's own decimation tools such as "UnSubDivide" - which would surely reduce edgeloops by simply unsubdividing the mesh ... yeah, well, actually it didn't ...

Unsubdivide edgeloops ... unsubdivides right?

Almost like it does one half of the body fine, then gets bored and just compresses the edgeloops and swaps to the other half of the body.

I am not a fan of retopology because I do not understand why it cannot be automated perfectly - especially on a model with perfectly equal edgeloops. This is the exact sort of soul destroying donkey work which should be easily automated and technically is automated if you want it to be a shyte ...

I did try a number of other programs - which I believe cool kids call "apps" these days on the grounds any word over four letters is too difficult or energy consuming to utter. One of these was MeshLab which seemed to do a fairly decent job at reducing 25K to 7K, though I still felt should have saved the UV map better. Or I could just manually retopo, but as I have avoided doing that for years I don't really want to start now ... especially as getting mesh deformation to not be shyte seems to be even more of a pain in the arse ... see below.

In addition to polycounts there has also been a whole host of messing around with the newer aspects of the engine which has been the focus of the Monsters Loot Swag BETA test build. This has been a lot of testing, fixing, streamlining and bug reporting, all of which are slowly but surely going into improving the engine and game build, though at the moment there is nothing too concrete to show as a game update.

But back to low poly.

Low poly Lara with some good low poly deformation techniques

I started making a low poly character, in a somewhat stylized plane based style. Nigh on 30 years ago I actually sculpted this type of head in concrete with a metal frame made of metal coat hangers... which proved to be a mistake when attempting to move it anywhere as I had not made it hollow, and so it weighed a ton.

Low poly mesh deformation is somewhat more of a pain in the butt than normal. Got a bad deform when bend bones? No problems, slap more edgeloops in and jiggle them about a bit. Except this cannot be done when you are modeling a plane based low poly humanoid.

Back of the elbow needs to come out somewhat

The simpler meshes get, the more horrendous deformation becomes, and the more difficult retaining versus collapsing polys are.

This is all being done for two purposes, one is for a potential low poly with hard edges/planes style future project, and the second is for more practise in reducing topology whilst keeping good movement deformation for current work.

In other news, it's cold and damp. The Pentalon Javelins - that's a type of winter spud that is harvestable at Christmas, and not a 1950s RAF experimental supersonic jet fighter; though it really sounds like it should have been -  appear to have died a death, going the way of this year's strawberry crop under the chronic wetness. I've been eyeing up designs of a padded gambeson to try and survive winter and also padded armour may help survive the GREAT HAPPENING when the lights go out and society crumbles.

December approaches ... and don't even get me started on Space Year 2024.

Saturday, 30 September 2023

Airship Dragoon Gets An Update

 

Airship Dragoon Update Sept 2023
 

 Airship Dragoon received a rare update this month. This was entirely due to me finally finding a way around using Visual Studio 2013, who's license Microsoft had locked me out of when they retired it a couple of years ago. The solution - the OFFICIAL MICROSOFT solution was  ... to hack the registry to forceably gain access to their own product ...

For more on that escapade, see the Airship Dragoon update on Steam.

Work on Monsters Loot Swag and bringing it up to the new and shiny version of the game engine continues unabated. One thing that the new engine has is a full script checker for compiling which actually looks through the scripts and reports errors - and boy did it find some. Whilst most errors were little more than referencing a wrongly named local variable and thus completely harmless, some were not, especially when trying to call function from the server for objects that did not exist at all.

And so began Monsters Loot Swag; Steam Early Access update 18; "The Big Bug Hunt".

This was quickly followed by the Monsters Loot Swag; Steam Early Access update 19; "The Big Bug Hunt Part 2" which continued to fix numerous minor issues and also got glyphs which are a fancy term for text and symbols, working for Playstation controllers and Steam Deck.

I rolled all the fixes from the new engine version into the previous version uploaded to Steam.

So back to upgrading the game to shiny PBR newness and new fangled asset system. Most of this is now done, with the actual loading/unloading having required some careful following of how the new system works to update, change and port my custom code. Single player campaign is now in and full functional with much fancy shininess to explosions due to the new HDR system. Online multiplayer is really the only thing left to finish off before I upload a full build of the new engine as a Beta Depot on Steam.

October is coming

 Next month is October and I hope to finally have a working beta of the new engine build up and running.


Wednesday, 30 September 2020

Autumn Arrives And Airship Dragoonette Gets A Makeover

 Autumn arrived with a final heatwave and I sat outside to soak up the sun with a bottle of plonk. Three days later and I had the heating on and was hunting through cupboards for a hot water bottle at 1.30am.

I spent quite a bit of time writing a new movement system which didn't work and it took me about a week of debugging before I realized that  I was calling the depreciated names for the input and not the new, unified xy axis system. 

┻━┻ ︵ヽ(`Д´)ノ︵ ┻━┻

Remember this?

Well it's now this.

Airship Dragoonette gets a makeover ...

And as Valve had once again put out a new Steamworks update, I took the opportunity to use this new artwork and a derivative to refresh the artwork in Airship Dragoon. I made a little system were it counts how many startups the game has had and then swaps the main menu image between this and the original painting in rotation. Which ever one is used as the main menu background, the other is used as the loading screen.

Whilst back to looking through the spaghetti code of Airship Dragoon, I altered how panic works. Previously troopers suffering panic would either flee, go beserk or freeze in place with an RNG, but now they are much more aggressive and chose to spray bullets at enemies if available, flee if not, or freeze if their pathfinding fails.

I also tested a couple of new things which Valve had released. The first was a time limited change in store artwork capsules, which will revert to the original artwork after next January.


The second was to use the Major Update Announcement feature and all the new artwork headers which that requires. More info on that here.

There has been other things ... things I can't remember in the panic of nearly forgetting to write this September blog one hour before September ends, so we are a bit light weight on substantial content this month ... and possibly every month ...

I did buy a slow cooker which has turned out great and will no doubt get hefty use over winter.

Monday, 31 August 2020

Character Selection Screen

So I've knocked up a character selection screen that, currently is rather devoid of any art work. It's failry simple, uses an array which the player can flick through, each character (currently a whole 2) then display an image of the character (which is currently a placeholder) and more importantly a series of statistics relating to the character at the side. These include the basics such as speed of movement, health and energy replenishment and strength for pushing enemies aside. This is followed by the 3 types of attack and evade, and their relevant statistics, so the player can move through character selection and view the differing statistics for comparison.

I have since changed the buttons to something less awful using a bitmap array and text.

Having finally dispensed with DirectX 9.0c in favour of DX11 and OpenGL, I set about converting some of my custom shaders with ... not particular success.

Yeah, I'm pretty sure that isn't supposed to look like that ... This appears to have something to do with hardware skinning being controlled by the GPU when previously it was the CPU. As this only affects a few things I have come up with some workarounds for the fancy custom materials and will come back to this at a later date.

I've also had more of a play around with my XP-Pen display tablet and started to become familiar with the artist app Krita. I am planning on using this for the 2D art in game, and especially the selection screen for character portraits.

Drawing of an old oil painting I did some time years ago.


I also thought about reworking the artwork for Airship Dragoon, and knocked up a colour sketch idea for composition. Might not actually replace the original artwork but could use a new one for Steam's new capsule formats for updates - then again I could go the whole hog and use it for complete new rebranding.
 

I also did a whole load more stuff this month but can't actually remember what it was ...
 
Anyhow, onwards and upwards ...

Tuesday, 30 June 2020

Flaming June

It's summer, it's flaming June.

Expectation ...


Versus reality ...


But then eventually ...


And now it's back to wearing a jumper :/

Steamworks updated yet again, so it was back to the; "how do I update Airship Dragoon again?" Seemed less hassle than usualy so I must have remembered how to integrate the Steam Client C++ this time around. Whilst giving it a quick test drive to make sure that it actual did work, I started to look through some of the old spaghetti code I had written all those many moons ago.

Comment out the old code on my local distro - incase I suddenly needed to change it back - I changed how panic works, making it more aggressive so that the troopers will always panic shoot if available and only flee if not. I also tweaked some animations and got impact reactions to being wounded, so the troopers now flinch when hurt. People did ask for this when I first released it but messing around with animation code was all rather confusing at the time so I avoided it. Oh well, seven years too late et al but here it is. Luckily I still had a 14 year old version of Blender available - otherwise I would have had to re-export every character and animation into the new format and that wasn't about to be a thing that was going to happen.

I'd also like to change the box art, branding and main menu screen art some time ... but one thing at a time.

Back to the current world of coughs and chaos, I spent the sunny days lounging about with a bottle or two of plonk, getting a tan - or at least turning quite red at some point.

Eventually I did get back to devving on the current - or at least occaisonal - project. One main character does not make a game, except all those games with a single main character of course ... However I was rather planning on having multiple playable characters based on weapon playstyle, so inbetween freezing fog, scorching sun and heavy rain, I eventually got round too booting up Blender and making another character. Whilst the original "GunGirl" was a long range fighter, this character is more short to medium range, with heavy hitting but slow attacks. Still need to PBR the shotgun - not that the current gameplay build is PBR, it's still stuck in the land of Dx9.0c until I upgrade to DX11/12.


So, next up is to finish off LODs, create an atlas map of textures and materials to reduce the all important drawcall number, rig up some animations (based on the previous character animations) and then get the model working in-game. The code for the character is done and works fine, having been a placeholder box for some time already.