Sunday, May 12, 2019

Attack stuff

Moved in to the new place,
I have my desk set up, so I'm back to work.

Was messing with a new weapon today, and seeing what could be done with the swoosh effect in code.

If it's slow, It's possible that elements like the speed of the swoosh and it's coded movement could be tied to a stat or skill.

Top: fast swoosh.
Middle: Slow swoosh with partial X movement
Bottom: Slow swoosh with extreme X movement.



(Note, the player movement is the same in each, only the swoosh effect is different)

Only problem with making it a stat is that it can't really be applied to every weapon to the same effect. For example in this animation, the second swing can't move forward, otherwise it looks weird. Instead it has to move backwards.

This can be fixed somewhat by giving the swoosh an offset , however this would be a bit difficult to make automatic, since the offset depends on the speed, and the size of the actual swoosh effect.

I probably won't utilize it as a stat. Instead I'll probably just settle for using it on certain weapons to make them more distinct from one another, and to add a bit of smoothness to normal animations, like in the second image.

The speed of the swing could also technically be affected by a stat or modifier, since the slower the animation, the longer it stays out and is active. Though being out longer also means that it doesn't hit in front of you as fast. Maybe it could be something like stances you can switch between. (Not visual in the idle though, since that would be a lot of work.)

Anyhow, will get back to work on main games tomorrow.
Next time I work on the ongoing game I'll be working on the first enemy.















22 comments:

  1. Seeing these animations makes me wonder... Will we see spellbladery in this game, or enchantments of the like? It would look really cool to have fire-swooshed and lightning-swooshes!

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    1. Wouldn't be too hard to. Would basically just have to palette swap the swoosh and then add some particles that are created when you swing, and change the hitspark.

      Delete
  2. Mamono Assault ForceMay 12, 2019 at 12:14 PM

    I'm not sure how you receive notifications of comments, so that's why I'm posting here while yet referencing the previous post.

    With entities spawning, coming and going on the board, and your actions having an impact on the board at large, does that presume that things will go as the circle of life does in nature? Ergo, things only go wrong when human input is made. So if three factions are all fighting each other, each keeping the other in check, and you eliminate/help one of those factions, could that create a power flux that goes out of control unless you take control over it?

    On the other side of the coin, the award winning question: Regarding Re-population. Since sex will be a thing, does that mean the natural consequence of sex (pregnancy) will result in that faction having it's numbers strengthened? I forget whether it was the Romans or Spartans, or neither, but in that era of Europe, they actually engaged in that very activity: Venturing into other territories, stealing the women, taking them home and making them wives to bolster their numbers. And it worked.

    Random-ass history ramble aside, that does make me wonder how much you'd be able to fuck with the board, especially considering you're a female with presumably functioning female parts. With enough Hentai logic, the idea has me thinking that helping a faction breed an army would be interesting.

    I might also have a pregnancy fetish.

    On the third side of the coin, what about your home? Will things attempt to mess with your personal space? If you let the orcs take over, will you find them just moving in and getting comfortable?

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    1. I'm not totally sure how it will work yet. It will be a combination of a few factors though, both natural and hardcoded limits.

      Races will likely prefer spaces with others of their race, so groups will form naturally. Ideally there will be a balance of resources keeping things in check, along with the chaos of varying stats. However there will likely be more targeted solutions for preventing a group from growing. (for example after a certain size, maybe a group splits into two, and becomes hostile to each other.)

      There could also just be a built in limit to how big a group can get. All other entities of that type would not be allowed to join the group/occupy the same spaces.

      Having kids of the same type would increase the number of that entity, but it would not join the group right away unless you have the kid in the same space as the group. Having a human kid in their space might cause them to be owned and used by the faction unless you save them, whereas born at home they would hang around your house.

      The appearance of entities will also not be entirely based on the map. Entities can likely appear on the map without being born of existing entities so there's always the chance of power eventually flipping easily without player intervention. I'd say the default state is some balance with the occasional disturbance that upsets things, whereas the player is the only one capable of preventing disturbances and maintaining areas they want to maintain.

      Things will definitely try to mess with your home and move in.

      Delete
  3. Here's my useless opinion:

    I like bottom gif the most

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  4. Since you create your own worlds, it would be cool if you coul give the player power over certain variables of the world, such as the max group size you were talking about. Maybe such could be restricted to using certain objects to help "nourish" the world, but I would love to see some potential player input in the creation process

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    1. The player will likely have some control through items, and the type of item used to create the world.

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  5. Stupid question, but what do you mean by main games?

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    1. By main games I mean any of the games that will be developed, eventually have a demo, and then be sold.

      The ongoing game mentioned in this post is something that will update semi weekly (even before it's very far along, gameplay wise), be free, and will never be "finished" or sold.

      Delete
  6. Ooh maybe pallet swapping can be item based as well, I think it was Kirby and the amazing mirror but the different pallets were one of the main collectibles and it actually really incentivised me to go out of my way and collect things.

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    1. I think colors are a good collectible, however this game wont have levels or have a set world, so I'll more likely use colors for other things.

      Delete
  7. Would enemies have variable color pallets as well? I can easily imagine tribes of orcs distinct by color fighting one another for resources

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    1. Probably not for team colors. There might be alt palettes just to make enemies vary.

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  8. How much enemies it's gonna have? wolfs/bees planned?

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    1. I can safety say that there will be least something along those lines.

      As for how many, there will be new H (of any kind) every 1-2 weeks and new enemies will be added over time. Can't say how often since it will depend how much I end up developing each enemy.

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  9. You are an absolute staple in the work you do. Your artwork is basically unparalleled. Your programming is perfect.

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  10. The weapon disappearing into nowhere is kind of jarring, maybe a spark effect would help upon the weapon appearing or disappearing? Or having it attached to the characters back? I think it's especially bothering me here because she's completely nude, so it's harder to suspend my disbelief of where the weapon is coming from and going.

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    1. To be honest, disappearing ends up less jarring than a magic effect. having it visible also means a lot of other work, and even then you run into the problem of where it goes during H.

      In general it's just easier to have it come down to video game logic.
      (Also there will be clothing later so at least there's that.)

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  11. Look at them movement shifts yo. It seem to me the combat will be quite SPICY. Can't wait to see how it is in action! Do you plan on having a separate animation for these movement shifts or just like a dust cloud or something of the like?

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  12. You animate the best succ.

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  13. These animations look kind of weird because she's swinging one-handed and her body mechanics aren't really implying a solid momentum - she isn't rotating her hips into the swing, and backhanded swings are much harder so it would look and feel better if her backswing was double-handed (otherwise the sword feels like it doesn't have much weight to it). It would probably look better if you had her step into the swing with her right leg, then do a baseball-like backswing and recover a neutral stance from there.

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    1. The animation is this way because frames are re-used at various points in the animation, and because it must be used for all weapons (aka a sword must have weight, but a dagger must have very little).

      Needless to say the animations in the game would look much different if I were not limited by clothing customization and the notion of constantly adding new weapons. (and thus why in my latest post I question whether I should go this route or not)

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