Blender Open Game Development Project-Wrectified


(Jamie B) #3701

I’ve not stopped by to look at this thread for a long while. Glad to see you are still hard at work. from what i can see, you have put in a tremendous amount of effort and made a lot of major improvements to this project!

Keep at it, your dedication is admirable


(BluePrintRandom) #3702

thanks Jamie!

lost a bit of work this morning, but caught right back up and made
1.fence
2.stair
3.corner felnce
using dojo texture

and imported a nice pack of low poly trees / veggies from blendswap


(BluePrintRandom) #3703

ok, next up is

  1. enemy spawner object
  2. enemy route object
  3. enemy pursuit logic (send home(guard), or wait/ teleport offscreen(pack/bosses))

edit:

ok! one spawner is done! (spawn pre alerted enemy in seek mode)

next up is to make it so it the property ‘route’ is in the enemy, they don’t know they players location, and instead they patrol.

edit2: before I can make any patrols I need to be able to edit values inside game objects!
I will have it so you setup a prop to edit and a target value and it’s type and then right click a object to set the property.

like
prop = “Route”
value = “2”
type = int

and right clicking an game_ob while in edit prop mode will set/overwrite that prop.

about creating routes -> routes will be objects with a property
Route_number and order number and a connection list (for places where more than 1 path come together)

like

route 1, node 1, connects to nodes [ 12 , 16, 2 ]

I am going to need some silly version of A* for the agents when patrolling


(BluePrintRandom) #3704

ok editor is in and accepts alphabet, enter key and backspace,

numbers and commas and endbrackets next.

then onto type menu and property applier/update spawn tile data.


(BluePrintRandom) #3705


Robot.Engineering.Mechanic.Intelligence

Remi


(BluePrintRandom) #3706

ok, quick update

property placer input system is working, code to back it up is simple.

after property placer is in place,
next up will be programing route objects,
and then setting up spawned ai units to patrol etc.

after that it’s on to game design in a open world :3


(BluePrintRandom) #3707


Extradimensional capacitor
[uses quirks in quantum physics to hold ridiculous energy density]


(BluePrintRandom) #3708

ok so to edit a obstacle grid we need to see it eh?

p2 - we can edit it!

p3 - store obstacle grid in pickle when saving game / load obstacle grid when loading game working :smiley:

p4 demo


(Lostscience) #3709

you need a way to select a whole bunch of those at once.It would be easier.


(BluePrintRandom) #3710

actually the precision is needed,

I was thinking of spawning a highlight obj so you can see precisely where your aiming,

I seperated the navigation grid from the vertex density and I think I can double the amount of pathing nodes and increase my precision

right now there is a node every .25 bu

smaller nodes will also make a smaller pathing area though,
(which is already too small)

I am certainly going to need a compiled version of my jps but I don’t know how to write c++ to edit the jps to behave like mine,

(build node grid relative to agent and set walkable using obstacle grid)
get path flush nodes
path next agent


(Lostscience) #3711

okay it was a bad idea.


(BluePrintRandom) #3712

it’s ok ,

the idea is to have the obstruction grid small enough to wall off areas but not block any traverable areas. .25 thickness is too thick

so I double res of nodes, (for thinner walls)
then compile code (25x speed up)
then quadruple pathing area
(making it 2x larger than now w/2x density)


(BluePrintRandom) #3713

got it!

this yields a path over x frames when the nodes are ready and the path

48x48


(BluePrintRandom) #3714

for some reason the executor was throwing errors occasionally

to debug I made it print active jobs,
for some reason this removed the bug :expressionless:

bug level = quantum


(BluePrintRandom) #3715

enemy route creation logic in and enemy route handling logic in


(BluePrintRandom) #3716

http://button.indiedb.com/popularity/medium/games/37336.png

wrectified is #51 atm :smiley:


(BluePrintRandom) #3717

Enemy units now compare local vs enemy position when in patrol mode

if player is inside vision cone defined by

if local.magnitude<player[‘VRange’] and local.x>0 and abs(local.y1.5)-local.x<0 and abs(local.z1.5)-local.x<0:

the *1.5 thing narrows it a bit more to about 22.5> angle off axis

edit:now when you hit a enemy it alerts them of macks presence (hit party)

I know I need a new Mic :stuck_out_tongue:


(BluePrintRandom) #3718

(BluePrintRandom) #3719

ok, a bit of planning for the week (and onward)

1.Make more modular assets using blendswap and skillz

2.Make ui spawner objects / goap strip injectors

  1. Begin making a tutorial area to teach controls and test ui features

  2. get started on rescaling the hit sensors spawned on attacks and forces applied etc, as the scale had to change a bit from the dojo to the world canvas.

  3. perfect combat and start telling a story with blood violence, and broken bottles.
    (manic mack)

  4. finish mack and get started on wrectified using Macks guts + new tricks.


(BluePrintRandom) #3720


photobash attack