Monday, 28 February 2022

Players Can Interface With The Interface

February comes to an end. February, a month when the weather is so bad that it was shortened, so it would end quicker. The fence blew down, I got soaking wet and snowed on.

Anyhoo, that is enough of Johnny Britisher's favourite past-time of whinging about the weather.

Whilst the actual gameplay of the game has been working fine for years - the actual getting to and from said gameplay has been a bit of an unreadable mess. It has long been a spaghetti of various and conflicting buttons for starting a new game and hidden console commands for loading saved data.

 First screen when starting a game gives the player the opportunity to load a saved game - if there is one. This gives basic information about the saved file such as the player's previously chosen character, level progress and difficulty. It also displays the character portrait and the portrait of the level boss. If either of these cannot be found it defaults to showing the "unknown" portrait, which is a tentacle who's shape resembles a question mark.

  Starting a new game allows the player to first chose difficulty - which still requires some artwork for the settings - and then moves to the character selection screen. In the stock game there will eventually be a choice of 8 cosplays to dress you catgirl up in, each with their own stats and ability displayed. At initial release there will be 4.


This is "Sunrise", she likes walks on the beach, drinking cocktails and large calibre handguns. She is a range-based class with medium maneuverability, low strength (for pushing monsters out the way) and her evasion is a simple speed boost. Bonus points if you can name the movie this character references.

This is "Southern Hospitality" - because I don't want suing by some US drinks corporation. She likes riding through mud, drinking bourbon and blasting gators with a sawn-off. She is slower rate of fire but high damage, mixed range class, with medium maneuverability, medium strength for shoving, and an evasion which allows her to both vanish and run through monsters to escape.

And here is what it all looks like in action on video:


So, that was the shortened and rather soggy month of February 2022, were I made the interfaces for getting the game to actual work to be player friendly. There's still a few things to finish off like extending this to settings and adding statistics button to the Main Menu screen, but things are at least working quite nicely now.

Monday, 31 January 2022

Monsters Loot Swag

 

Monsters Loot Swag -> Blast Monsters -> Win Loot -> Get Swag!

Available for Wishlist on Steam now. Coming Soon(ish)™.

So I finalized my Steam Store Page, and had a name change. It has monsters, loot and swag so ... it does exactly what it says on the tin!

As the game plays fully but is not complete on the artwork side, with the later half of boss monsters and level designs being placeholder only, I decided to try my hand at the "Early Access" route. This means that the game will ship with a disclaimer that I am still working on it, and it will be periodically updated until completion.

I've also been working with someone else, helping to create an engine integrated module for the Steamworks API so that everything could be utilized via game engine scripts rather than being hardcoded in C++ by per game.

I also took the time to upgrade an old resource that someone else had created of a free postFx Shader Library from DirectX9.0c to Dx11 and then to the latest Preview build of Torque3D 4.0.

Night Vision with noise

Chromatic Aberration - the most hated of shaders ...

Pixelation, for when you want your expensive GPU to pretend it's a 1989 console

In fact most of the month has been shaders and effects ... only for me to discover some gaping problems with my approach and dash into a phone booth to emerge with a flowing cape and my underpants outside of my tights as Captain Workaround!

Wow did I get this gif to nearly loop properly?

Next up is actually uploading a workable version of the game to Steam. This is likely to be the Dx11 pre-PBR version as it is the latest fully working one, though it still requires a bit of GUI (Game User Interface) work for it to be player friendly. A lot of stuff happened this month but most of it was not very image postable.

So that was the month that was, the first month of SPACE YEAR 2022 when I was promised flying cars but instead got a report about a cake that didn't even mention whether it had marzipan or not ...


Friday, 31 December 2021

That Was The Year That Was 2021

 

Look out behind you!

It got windy and I had to climb on the roof to fix some broken tiles by sticking them together with No Nails glue.

In other news, I have mostly been integrating Steamworks with Torque, in all those hard to reach places I haven't used before like Stats and Leaderboards and getting multiplayer achievements to fire.

To be continued ... as I forgot to do this earlier and there's only 12 minutes of the year left ...