Tuesday, 28 February 2023

February Is For Pumpkins and Witches

 

 February, the month of the year long associated with witches and pumpkins!

Yeah, no, okay it isn't ... but my latest update for the top-down swag-em-up waifu shooter Monsters Loot Swag features the first of the unlockable player characters, Pumpkin! 

*Crosses off cute witch from his list of weibo anime meme characters*

Pumpkin can be unlocked by getting the "Marathon" achievement, and her attributes are as follows:

PUMPKIN is a mix ranged, playable character with a long ranged standard attack and decent strength for knocking monsters out of the way. Her special attack is a very high damage strike to the enemy to her immediate front, whilst her evasion stuns all monsters within half the screen with a slap of her broomstick. Whilst her healing and enery recharging is somewhat low, this is made up for with her exceptionally high starting mobility.

Vital Statistics ... 38-26-34 *rimshot*

And here she is in video action.


Speaking of videos ... here's a few more.

I have been looking at updating my working game engine code to the latest release of free and Open Source Torque 3D, the version with the fancy PBR and 21st Century asset system which apparently all modern game engines consider to be a must have. 

I had also spent some time making demo code for a third person camera system that has movement input orientated in screenSpace - eg: input "left" makes the player move left along the screen. Most third person games like Elden Ring, GTA and Sleeping Dogs (which is the only one of those I've actually played), have this input-to-movement system. For years randos in the forums had asked for this type of camera based movement, and I coded it up in an afternoon. This differs importantly from the top-down system in Monsters Loot Swag, as the camera is still the property of the player object, rather than being a seperate entity that orbits the player and is beyond their immediate control. This did mean quite a bit of hacking away at the player's move function but I managed to leave in the original system for first person view.


After this I added a lock-on system, so that the camera would orientate to view a target whilst keeping the player in-frame and allowing the same screenSpace based movement input system. To test the correct rotational direction of the camera I gave the rotation speed a delay which makes it look kind of janky.


Both the third-person camera and the lock-on resources are up on the Torque3D forums, but do be aware that the lock-on code was written in a haze of sleep deprivation and the maths can be described as "fugly", the networking is good though 😅.

Next up is another unlockable character for my Early Access title on Steam, Monsters Loot Swag, and I may also start to write up some demo code for a melee based hack-and-slash game, which might use actual weapon hitbox detection rather than faking the whole thing with maths and raycasts.

Tuesday, 31 January 2023

New Year, New Game Update

There's a joke in that loading screen somewhere ...

A new year, a new game update, a new level, and a new level Boss Monster to be defeated! It's Zorra, the Knife Enthusiast who guards the firey lava lakes of the Temple of Pele - that's the Hawaiian Goddess of volcanoes not the late footballer.

The update changelog can be viewed on Steam.

It's level 7 - so that is 70% of the game levels now complete, and it's the first level to introduce the environmental hazard of lava.

 As there was already a callback for entering liquid in C++ which passed the type it was fairly simple to set up a damage system when the player was immersed. However as there was no string variable for the player to record what type of liquid it was, the type would not get passed on the leave liquid callback. In the end I just used a trigger.

With another level complete, next up, will be some new cosplaying characters for the player to use. These will be the start of the unlockable characters, which is a Steam achievement in itself.

Saturday, 31 December 2022

That Was The Year That Was: Space Year 2022

Level 6 Monster Boss, Kareu The Horticulturist

So, annoyingly, I somehow missed November devblog, being the first month missed in 4 years. Bloody Embuggeration!

Not doubt I was otherwise engaged with a number of updates to Monsters Loot Swag on Steam, and trying to get the new level knocked out. This not only had Level 6 and it's monster boss, Kaeru The Horticulturist, as pictured above, but also a final fix of a long running bug issue, the dreaded "Out Of Bounds Index Array" which I had previously narrowed down to some sort of audio issue. And, eventually I had it cornered and trapped, and finally fixed, Audio Emitters had been getting their ghosting out of synch. The simplest solution was to create a delay in turning them off and then deleting them, but this had taken months of investigation.

Literally ALL the printf

 With all the bugs - that I am aware of anyhow - finally vanquished, I could finish off the newest level, finalize the missing portrait artwork for the previous level boss monsters, and get on with expanding the game. I am now on the 9th Early Access update to the game, and the fourth major update.

Level 5 Monster Boss, Lula The Non-Resident Alien

And so that is where we are now, with the game running well and up to speed, waiting for completion of levels 6-10 and the remaining 4 unlockable catgirl cosplayers ... and a few other things such as the Souvenir system I have planned, where boss monsters drop a collectable via RNG with a difficulty setting modifier.

All that and more is planned for the new year, with a final completion of the game between late Spring and early Summer. After this I might code up a melee based combat system for a hack-and-slash-cum-Soulslike to see how that works, before deciding on whether to use that as my next project or the Aeronaut vertical slice I made a year or two back.


Happy New Year, and see you in 2023!