Yo, this is actually insane! How did you like make the NPC like pick up the tools and get back into attacking?
The randomest game ever
This is sick, it inspired me to try something similar in my game. Nice going man!
Working on a BOT/Battle game. Basic concept: You buy boxes to unlock different units. More rare units and less rare. You can upgrade them to increase stats. You battle different worlds to get more rewards. Fight 10 waves of enemies, last one being the boss:
Realistic Ragdoll
The system features a realistic application of a ragdoll which also features Pose Matching. Quite some simple technology with Attachments and Constraints and a Modular System.
Preview
For those wondering I watched An Indie Approach to Procedural Animation (GDC), The key thing he said within this video is that these were controlled using Constraints, preferably Spring Constraints not Forces.
It’s like Mincraft redstone computers
pretty sure ive posted this already here but i have a path tracer going
surprisingly doesnt blow up my standard spec pc either
still renders quite slow tho, above image took about 50 minutes to render on a 512x512 image on 128 samples + 3 bounces per ray. doesnt set me to 0fps tho which is good
Thats the magic of GOAP (Goal Oriented Action Planning). It has a list of actions, connects them to make a plan, and executes that plan. In this example, it creates a plan along the following:
Go To Weapon → Pick Up Weapon → Go To Target → Attack Target
Each one of the segments has its own conditions that need to be met in order for the plan to succeed, if they aren’t, then the plan is thrown out and the AI creates another.
If you create a system to check the plan while its running (like I have), you can automatically throw out invalidated plans and create new ones, making AI that looks smart and responsive, even when it’s just executing a small code block most of the time.
If you want to learn more about it, I recommend checking Jeff Orkin’s paper and GDC’s 10 Years of AI Programming Talk for general info on the subject, and for implementation specifics, git-amend’s video.
Working on two projects:
Ashen Blades: A demon slayer inspired RPG/ open world combat game with never seen before features.
Arena Ball (might get renamed) : A better blade ball alternative, without low effort ui, gambling, clouded screens, pay-to win features and less chance of your head getting a flashing attack whenever someone shows off their dual sun dragon katana emote.
I recreated the mirrors edge falling effect for my game, what do you think? is there anything i should change?
External MediaWoah, how’s progress on this going?
pretty slow, as i’ve been working on a new game recently.
Looks nice, I’m glad you got the old version working! I really like your building style. It’s like MM2.
Chicken jockey.
i’m doing some menu music for a game im doing right now (unfinished, so some parts can sound pretty raw there)
also did this thumbnail for that same game
edit: made the drop for the music, i think it sounds cool
This is really good! I really like the effects of the leaves of the trees. How did you do that? (if you don’t mind me asking)?