deab







http://tacticrawl.net/





Level 2http://tacticrawl.net/ Re: Tacticrawl | Video - Item placement « Reply #140 on: December 24, 2016, 02:36:48 AM » Item Placement



I'm been working on item placement in the world. Previously items just sat in the middle of a tile. I'll be adding furniture and a lot more items next year, so it was time to tackle this!



Before getting started, I wanted to improve my asset management - I already have 30+ 'props' (and these were all created to test different requirements/uses) there will likely be hundreds of props once I really start on asset production.



Each is a Prefab with data including collider type/size, and the transforms for different uses in the world - on the floor, equipped to character hand, mouth (rats!) or character back - with more to come including belt hooks and world slots like hanging items or wall brackets.





Here's a couple of Prefab data examples, melee weapons, and on the right, doors:







Once this was done, I extended my editor tools to specify a size in 0.05f blocks that an item occupies. This is stored per model:









In Game



For this initial pass, using the map editor items are placed randomly within a tile, without clipping other items. Some tiles also randomly spawn items at play time (grass spawns grass clumps, dungeon floor spawns bones etc.) Later this can be expanded to offer more control.



If the player 'drops' an item, a random position on selected tile if picked. A player can also 'place' an item, choosing the exact position. Only have a basic version working so far, but this will be expanded and the view can be used for new additions that will be interactive.









I'll expanding on this so items can include a 'platform' for other items - desks, tables etc. will have their own space for items.

I'm been working on item placement in the world. Previously items just sat in the middle of a tile. I'll be adding furniture and a lot more items next year, so it was time to tackle this!Before getting started, I wanted to improve my asset management - I already have 30+ 'props' (and these were all created to test different requirements/uses) there will likely be hundreds of props once I really start on asset production.Each is a Prefab with data including collider type/size, and the transforms for different uses in the world - on the floor, equipped to character hand, mouth (rats!) or character back - with more to come including belt hooks and world slots like hanging items or wall brackets. I posted about this tool back in 2015 Once this was done, I extended my editor tools to specify a size in 0.05f blocks that an item occupies. This is stored per model:For this initial pass, using the map editor items are placed randomly within a tile, without clipping other items. Some tiles also randomly spawn items at play time (grass spawns grass clumps, dungeon floor spawns bones etc.) Later this can be expanded to offer more control.If the player 'drops' an item, a random position on selected tile if picked. A player can also 'place' an item, choosing the exact position. Only have a basic version working so far, but this will be expanded and the view can be used for new additions that will be interactive.I'll expanding on this so items can include a 'platform' for other items - desks, tables etc. will have their own space for items. Logged Tacticrawl :: turn based dungeon crawler



http://tacticrawl.net/

deab







http://tacticrawl.net/





Level 2http://tacticrawl.net/ Re: Tacticrawl | Item placement « Reply #141 on: January 07, 2017, 05:47:49 AM »



Items include a list of 'hook types' they can be placed on (floor, weapon rack, sconce etc.) along with the existing equipping hooks (hand, mouth, back, belt). Items can then include different hooks to hold other items.



I've added a couple of working examples - a weapons rack that can hold weapons and shields, and a sconce compete with burning torch. I've also made a first pass at throwing items.



Here's a



One of my goals with Tacticrawl is if you can see an object, you can interact with it. This week I've been working towards this goal.Items include a list of 'hook types' they can be placed on (floor, weapon rack, sconce etc.) along with the existing equipping hooks (hand, mouth, back, belt). Items can then include different hooks to hold other items.I've added a couple of working examples - a weapons rack that can hold weapons and shields, and a sconce compete with burning torch. I've also made a first pass at throwing items.Here's a Gfycat example and another Logged Tacticrawl :: turn based dungeon crawler



http://tacticrawl.net/

deab







http://tacticrawl.net/





Level 2http://tacticrawl.net/ Re: Tacticrawl | Item placement « Reply #143 on: January 14, 2017, 07:46:02 AM »



I haven't yet told the AI, so poor Goblin archers end up shooting their allies which doesn't end well:







Some creature types won't care what they hit, for example skeletons will hit anyone in their way. Player will be able to exploit this! For players, the UI shows which target will be hit when you mouse over the 'shoot' icon. As throwing items hits the first blocking actor, I've updated shooting a bow with the same code.I haven't yet told the AI, so poor Goblin archers end up shooting their allies which doesn't end well:Some creature types won't care what they hit, for example skeletons will hit anyone in their way. Player will be able to exploit this! For players, the UI shows which target will be hit when you mouse over the 'shoot' icon. Logged Tacticrawl :: turn based dungeon crawler



http://tacticrawl.net/

deab







http://tacticrawl.net/





Level 2http://tacticrawl.net/ Re: Tacticrawl | Video - January update « Reply #145 on: January 23, 2017, 01:09:11 PM »



Here I'm trying using separate models for the switchable armour. It's parented to the rig, but no weights are set up. Using the Unity import post process, I'm searching for the nearest vertice on the base (fully rigged) model, and copying the bone weights.







Very promising! If this works as expected, I'll be free to improve the base model, and even the rig, without breaking the armour. I'm looking at how to deal with multiple armour sets and head types for models, with minimal manual rigging / managing.Here I'm trying using separate models for the switchable armour. It's parented to the rig, but no weights are set up. Using the Unity import post process, I'm searching for the nearest vertice on the base (fully rigged) model, and copying the bone weights.Very promising! If this works as expected, I'll be free to improve the base model, and even the rig, without breaking the armour. Logged Tacticrawl :: turn based dungeon crawler



http://tacticrawl.net/

Luno







now comes good sailing





Level 1now comes good sailing Re: Tacticrawl | Ladies! « Reply #151 on: February 10, 2017, 02:28:14 PM » Browsing through the previous posts, it's awesome to see how your art chops have improved over the course of the project!



You mentioned that you're not really an artist, but I'm curious to know if you are discovering that you really like owning the art yourself? Or maybe you wish you had a collaborator so you could focus more on code? Logged

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Level 2http://tacticrawl.net/ Re: Tacticrawl | Ladies! « Reply #152 on: February 11, 2017, 01:16:02 AM » Quote from: Luno on February 10, 2017, 02:28:14 PM Browsing through the previous posts, it's awesome to see how your art chops have improved over the course of the project!



You mentioned that you're not really an artist, but I'm curious to know if you are discovering that you really like owning the art yourself? Or maybe you wish you had a collaborator so you could focus more on code?



Thanks for commenting Luno. I love owning the art! The art and code are very much tied together until I start setting systems in stone (although I have a pretty good vision of where I'm going, this project is very iterative). I've known for a long time I wanted more variety in characters so didn't spent too much time on the previous set.



I'll be talking to an audio guy soon, but for now will continue with the art myself. When I move to a more content focused stage I may look at taking on a professional artist/modeller/animator.



Thanks for commenting Luno. I love owning the art! The art and code are very much tied together until I start setting systems in stone (although I have a pretty good vision of where I'm going, this project is very iterative). I've known for a long time I wanted more variety in characters so didn't spent too much time on the previous set.I'll be talking to an audio guy soon, but for now will continue with the art myself. When I move to a more content focused stage I may look at taking on a professional artist/modeller/animator. Logged Tacticrawl :: turn based dungeon crawler



http://tacticrawl.net/

deab







http://tacticrawl.net/





Level 2http://tacticrawl.net/ Re: Tacticrawl | Ladies! « Reply #153 on: February 11, 2017, 03:18:54 AM »



Once this was working, occured to me I could make more of this. Here's a 150% skeleton:









I'm adding a scale override to the character table. I doubt I'll go as far as 150%, but some creatures can have a larger (or smaller) size. 'Shrink' will also later be added as a spell. Small characters won't block a taller characters range attack, and will weigh less. Small characters may also be able to hide behind large props in the world - will explore this more later.

I've added a scale factor to characters. Each gender has a small range to pick from at generation - no effect on gameplay, purely to add more visual variety.Once this was working, occured to me I could make more of this. Here's a 150% skeleton:I'm adding a scale override to the character table. I doubt I'll go as far as 150%, but some creatures can have a larger (or smaller) size. 'Shrink' will also later be added as a spell. Small characters won't block a taller characters range attack, and will weigh less. Small characters may also be able to hide behind large props in the world - will explore this more later. Logged Tacticrawl :: turn based dungeon crawler



http://tacticrawl.net/

deab







http://tacticrawl.net/





Level 2http://tacticrawl.net/ Character generator « Reply #155 on: February 25, 2017, 01:19:05 AM »



I've also added animation tools to I can view and test animations. Particularly useful as I only weight a base mesh per race, all other bodies/armours auto map to this base on import so helpful to check for incorrect weightings.





Click for Gfycat of the character tool:









Further work on character generation and making great progress. I've now added a tool for generating characters, or manually choosing components. This will for the basis of an in-game character creator later on, but is a huge time saver for testing. Currently its based on characters in the database, but I'll be adding a way to select from all found meshes - I'll use this for creating 'named' or boss characters that have a set appearance.I've also added animation tools to I can view and test animations. Particularly useful as I only weight a base mesh per race, all other bodies/armours auto map to this base on import so helpful to check for incorrect weightings. Logged Tacticrawl :: turn based dungeon crawler



http://tacticrawl.net/

h1ddentree







Level 0 Re: Tacticrawl | Ladies! « Reply #156 on: March 18, 2017, 11:00:32 AM » Spent like an hour last night and poured through all your devlogs and videos.



The game is really coming along. I love all the EQ inspired mobs (evil-eyes are perfect) and really looking forward to playing.



Your devlog format is great too -crazy how much you seem to get done in a short amount of time.



Keep the updates coming, looking forward to your next one! Logged

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