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Socoder -> In-Development -> NOT Inferno (WIP title)

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Posted : Sunday, 10 September 2017, 10:31
Dabz

Such a good looking game!
Hurry up


+1

Looks brill, cannot wait to chuck the whirly bird about!

Dabz

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Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Posted : Tuesday, 03 October 2017, 14:39
GfK
Lil update - I am absolute dogshit at modelling people, so opted to buy in a soldier model. I can fanny on with the textures etc to make more soldiers from this base version.

He's running about like a good 'un! Was pretty easy in Unity to get separate upper and lower body blended animation going, so I have have the soldier running, or running and taking aim, or running while throwing a grenade etc, just by modifying the animation from the waist up.

(Zoomed in 2x as he's pretty small, as intended).


Posted : Tuesday, 03 October 2017, 15:02
Dabz
Looks great!

Dabz
Posted : Tuesday, 03 October 2017, 22:03
therevillsgames
Cool!

Is the camera going to zoom in when you are in soldier mode?
Posted : Tuesday, 03 October 2017, 23:50
GfK
Yeah it already does. But it'll need tweaking later once there's something like a proper game there.
Posted : Sunday, 08 October 2017, 13:53
GfK
Dunno if this will work...



|edit| Ah it does (click the pic to animate)! Basically I've thrown out all the animation that came with the soldier model I bought, as it wasn't really set up to do the things I wanted and I didn't really want a "motion-captured" feel to it. The above is just a "run" loop, with no weapons. Animated/keyframed by hand. I used to do this sort of stuff when I worked at Gremlin many moons ago and it does still need a lil work but it's pretty good as a starting point considering I haven't done it for the best part of 20 years. The GIF recorder has skipped a few frames for some reason but you get the idea.

Unity has a neat thing where you can animate the whole body (like above), then animate the upper body on a separate layer to be holding a weapon and continue with the animation and it will blend smoothly between one and the other. Do all the animations at the same length and they'll remain in sync.

I do have the joy to come of setting up all the animation transitions but it's more tedious than it is difficult.
Posted : Sunday, 08 October 2017, 15:34
Jayenkai
Dang.. that’s a heck of a more animated than I could even do in 2D, never mind 3D.
Impressed!!

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Posted : Sunday, 08 October 2017, 15:35
rockford
Looks good to me.

Is he the player's character or an enemy?
Posted : Sunday, 08 October 2017, 15:55
GfK
It's both. I'll add variations at texture level.
Posted : Sunday, 08 October 2017, 17:53
Dabz
I'll be honest... Stop concentrating on the soldier.. I'd rather see this as a helicopter game.

By all means, have boots on the ground.... But if this is going to be a game that doesn't resemble a Strike game....

You'll lose me... Because of the simple fact is I want to play a game with a whirly bird!

Dabz

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Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Posted : Sunday, 08 October 2017, 18:03
Dabz
I've just reread what I've wrote Dave, and I dont want to be a knob... But all I can say is, if theres anyone out there that can do a Strike better, then it's you... Please dont try to "add on"... Just give us a true "unofficial" sequel to the game... Make it about the chopper!

Dabz

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Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Posted : Monday, 09 October 2017, 00:54
GfK
Helicopter is always primary.

My intention is for the first X number of missions the player won't even realise he can get out. Leaving the helicopter will only be a small part... its just that setting up the animation etc is taking a shitload of time. But I have to do it anyway for the enemy soldiers.
Posted : Monday, 09 October 2017, 01:56
therevillsgames
I want to be able to get out of the chopper and GTA a Tank!!!
Posted : Monday, 09 October 2017, 03:08
Dabz
Ah good, I was getting a bit worried that it would lose the strikeyness of it all... Because I love them games and still even play them now on RetroPi!

Dabz

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Intel Core i5 6400 2.7GHz, NVIDIA GeForce GTX 1070 (8GB), 8Gig DDR4 RAM, 256GB SSD, 1TB HDD, Windows 10 64bit
Posted : Monday, 09 October 2017, 04:54
GfK
Today's drama - soldier came with his own gun model, which I was going to use... then today I noticed the seller hasn't done the UV mapping on the gun. Rather than trying to figure out which bits of the texture go on which bits of the gun (which is nearly 500 polys anyway), now making my own M16 model. Only 114 polys so far, so no big deal. It's a morning gone when I'd rather be doing other stuff tho.

That said, the less I use direct from other sources, the better. I don't really want stuff that's appeared (and recognisable) from other games.
Posted : Monday, 09 October 2017, 08:29
Jayenkai
Did you pick a name, yet?

... "Soldier Bob and his Deadly Chopper"

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Posted : Monday, 09 October 2017, 08:38
GfK
Leaning towards Inferno atm. Don't really have to nail that down yet.
Posted : Wednesday, 18 October 2017, 09:02
GfK
All the standing/walking/running/aiming animations are done. Started to think about getting the thing working via gamepad, but Unity's native support for this is dire. I mean... it works, but that's it. Player's can't redefine keys at runtime which is pretty lousy.

So in my search for a solution I discovered a thing called Rewired on the asset store - tried the trial version, works great.

Today I started adding in support for gamepads, starting with the XBox One controller. Rewired should automagically support hundreds of gamepads but I figure the XBox controllers will be a fairly common choice. I have a PS4 one also, plus a handful of generic ones that I can test with.

Oh - blend trees! While I'm on about animation. If the player is using keyboard, a key is either up, or it's down. 0 or 1, if you like - nothing between. When the player is using a gamepad, the x/y axes return float values from -1 to 1 and I can put this into the X/Z components of a vector and use it directly for movement. What a blend tree does, is take a "walk" animation, and a "run" animation. You then have a parameter which you can set to the player's movement speed (the normalised magnitude of the aforementioned vector, if you will) which is always between 0 and 1. If it's 0, the walk anim is played. If it's 1, the run anim is played. The beauty is, with blend trees implemented you can smoothly blend between the two, so a value of 0.5 will give you a half-walking, half-jogging animation by interpolating between the two animations. I have to say, Unity's Mecanim is fucking beautiful to work with.


Still more animations to do; handful of death animations, grenade-throwing, weapon recoil, reloading, that kind of thing. Even though there's so little content yet, adding in gamepad support makes it actually feel like a game. Once I've finished gamepad controls for the soldier and the helimachopper, I might think about putting out a limited build to get some feedback on how it works.
Posted : Wednesday, 18 October 2017, 18:26
therevillsgames

Posted : Thursday, 19 October 2017, 07:41
Jayenkai
"Inferno" doesn't scream "You're in a helicopter" to me.
If I picked up a game called Inferno, I'd expect to be escaping from a large out of control fire..

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Posted : Thursday, 19 October 2017, 08:43
GfK
It's always a pain in the arse. I quite liked Steel Thunder. Turns out, there was a game years back called that.

Got to find the balance between "what it says on the tin" and an all-out cheese-fest.
Posted : Thursday, 19 October 2017, 08:50
Jayenkai
You'll know, once you've found it. It'll feel "just right".

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Posted : Saturday, 21 October 2017, 10:10
GfK
Controller support is in! Can't remap anything yet, but everything you can do via keyboard, you can now do via gamepad.

It did throw up some shoddy coding with the helicopter dynamics so I've had to rewrite a lot of that as it just felt wrong on an analog stick. I.e. if you push the stick full-left, the helicopter would turn, but if you then return it to just-a-bit-left, it kept rotating at full speed until the stick returned to a neutral position. And nobody wants that.

Couple of dilemmas it's all thrown up, though. With this "Rewired" thing I can have categories for the controller, so I have one for "On Foot" and one for "In Helicopter". Thing is, some controls such as board/leave vehicle, fire, change weapon etc, have the same button for each category. Unsure at this stage whether to shove them into a separate "global" category (so the player can only redefine it globally), OR, leave it as-is and let the player have a different button to fire with depending on whether or not he's on foot.

Leaning towards having certain things set globally... doesn't make sense to me to have individual fire buttons per vehicle/on foot etc. But I know from experience that if I do that, there'll always be some daft sod who'll want it different.
Posted : Monday, 06 November 2017, 06:16
GfK
Player dies now. Any held weapons up in the air and RAGGYDOLL FIZZICKS!! \o/


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