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Short tech demo - Features are WIP

  • jc984
  • 04/07/2012 10:06 PM
  • 1165 views
Decided to upload a short tech video of some of the features I have been working on and still tweaking. It is just a test map and a test npc character that won't be in the final release, it is just there for testing purposes.

The video will show you the CMS i have been working on, the vampire speed technique, and how the combat works so far. I still have to tweak the combat because the hit detection is off and some other stuff but I just thought I would show what I have done so far.

The blood draining timing isn't set, its quicker for testing purposes. It will drain MUCH slower in the final release.
And sorry for the low quality. Next video will hopefully come out better.

Posts

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Does the attack animation lasts the same amount of time regardless of the facing direction? I'm not sure but it seems longer when facing up or down.

Also the enemy gets damaged while the sword hasn't completed its slash yet. I would suggest to fix this by making the attack animation much quicker. If you're using character graphic changes, just add one or a bunch of Wait 0.0 between them to tweak the animation speed.

The enemy's claw battle animation should be scaled to be more realistic, but I presume you already intended to do so (the enemy's AI will surely be better too)

You mentioned the hit detection issue...
I presume you will assign more sound effects too? For instance when calling the menu, moving the cursor, getting the fledgling, etc.

Otherwise I think the Damage Push and damage animation (white flashing) are well thought and nice.

That's pretty much all there is for the mechanics I guess.
It's looking good. Keep it up :)
author=Avee
Does the attack animation lasts the same amount of time regardless of the facing direction? I'm not sure but it seems longer when facing up or down.


Yea it is. The main coding is catered to a side slash. As I got the main attack coding from a zelda template game. I am going to probably change that to just a side slash instead. I was thinking of the combo like you mentioned earlier, but that might not work since I purposely but the enemy fall back after being hit to avoid the npc from spamming attacks on the player. I am sure there is a better way to do this, but haven't had time to play with it yet.

author=Avee
The enemy's claw battle animation should be scaled to be more realistic, but I presume you already intended to do so (the enemy's AI will surely be better too)


That animation is basically just for testing the damage and how the system works. Bujt yea, enemies will have their own battle animation.
As for the AI I am unsure how to handle this. Was thinking some enemies when you get to close will attack (like in the video), while other more aggressive npcs will see the player and come after him. Don't know how to handle this yet. I need to get my hands on an example or tutorial on this for better enemy aI for action rpgs.

author=Avee
You mentioned the hit detection issue...
I presume you will assign more sound effects too? For instance when calling the menu, moving the cursor, getting the fledgling, etc.


Yes the hit detection issue I need to tweak, before that I am going to implement the side slash animation mentioned above. It should just be a matter of reversing some x/y variables, as the original coding since it came from a zelda template, used a left-handed slash and this hero is right handed.

As for sound effects, yes as soon as I find some good ones for the weapons.
Now the menu, the reason is i spent a good week just coding it and troubleshooting why the damn cursor didn't moved where it was supposed to. Turns out it was missing x/y variables to cater to the other slots on the menu that I forgot to add. After fixing that and banging my head on my desk a few times, I stepped away from the menu to take a break and work on other stuff lol.

Getting the fledgling...yea sorry that title is actually the name of your current level...like fledgling, neonate, etc. And the rupee is actually a stand-in graphic for a exp orb and the counter is the amount of exp you have, and when it reaches a certain number it will raise your rank(level). That was just test of the system, i am going to make it only appear when you call the menu to clean up screen space and to avoid a bunch of pictures showing in-game that could possibly cause game lag. I will have to make a more clearer title for that.

author=Avee
That's pretty much all there is for the mechanics I guess.
It's looking good. Keep it up :)


Thanks for the feedback and support!
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