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  • replied
    Big Update!

    VIDEO BLOG

    https://www.youtube.com/watch?v=iVJQa4ZSDi4&t=2s






    I have made a ton of additions and fixes since the last video. I am going to switch to only updating every couple of months and make them more indepth rather than spamming this forum.

    Craft System:

    The crafting system has been changed dramatically, I have added Forges, which you use to smelt metal ore you mine into Nails, Pick Axe, Axe blades etc. This is all set via data tables, as well as their crafting costs. You can then craft Pick Axes etc from the crafting table, using the blade and wood. I plan to add a further level of detail by adding an item effectiveness meter, for example the axe will gather more wood per tick if it is sharpened on a whetstone.






    Dialogue System:

    Links in closely with the quest system, conversation trees are set via Data Tables, conversation choices can be removed (for example when a quest is completed). Each NPC has its own dialogue tree, although they could share them if necessary.

    Quest System:

    Quest log UI and manager added. In the scene there is a Quest Manager blueprint which holds all quest information for the player, the Dialogue system talks to this blueprint to find out player progress. There are 4 types of quests: Kill, Fetch, Go and Talk. Currently only a Kill quest is implemented but I will add the others.

    Combat:

    Added a dodge ability, although no enemies fight back yet. Also switched so that damage is caused by a collision volume on the item in the players hand, whereas before it was a direct cast sort of thing. This means a single swing could hit multiple enemies.






    Building:

    The building system has been modified slightly, now when you enter building mode the camera will switch to a top down perspective.



    There are a lot more changes under the hood which have made a huge impact on how quickly I can iterate on elements on the game. However blueprint graphs do not look impressive. I also have some character art! My friend who also creates the music for the game has done a few concepts for the Blacksmith, Fisherman and an Alchemist.
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    Last edited by Orkney; 10-08-2018, 04:17 PM.

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  • replied
    Implemented a cutscene system! NPC dialogues are set via a Data Table which allows for branching conversations, every NPC can have its own Data table. The quest system will link into this so that quest ID's can be triggered when certain buttons are pressed... I may eventually expand on this to take advantage of sequencer, or allow npcs to trigger animations at certain points in the conversation. I feel like everything is starting to come together nicely on this. I will in the near future be doing a big focus on the visual quality of the game, as most of the assets (especially the characters) so far are placeholder, this will include UI, Meshes effects etc. Gearing up for a push!

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  • replied
    3 months since last update! I have been very busy moving city to a new job and a lot of other work in the way. I have been able to do a little bit of time on Frontier though, things have calmed down a bit so I can start putting more time into it again!

    I have implemented crafting, first you have to build a crafting bench, then you can click on it and build tools (only tools for now)



    Also done a few art improvements

    Click image for larger version

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  • replied
    Combat Lock!

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  • replied
    I have fundamentally changed the way resources are harvested, and have switched over so now almost everything can be set from data tables, as boring as this sounds, this will make it much easier to tweak things down the line. For an example, I can now set a gather rate for each hand tool. This means that the player can gather more wood with an axe etc. I also added a widget to show how many resources per tick.

    I will get back to updating this more often soon!



    Next thing I am going to do is overhaul the combat system. I did also start working on a main character model.

    Comments are always welcome!
    Last edited by Orkney; 04-17-2018, 04:28 PM.

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  • replied
    I have been working on the dungeon more, I can now generate branching paths for the dungeon instead of just a linear route. Also you can now enter and exit the dungeon properly, but I need to begin working on the save system for persistence between levels.

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  • replied
    http://www.indiedb.com/games/never-g...l-generator-12


    That is the article link, but it sounds as if we pretty much thought along the same line of thinking.

    I had created several fail safe branches because I was running into recursive loops and figured Id rather force it to complete than keep generating.

    I could always go another pass and have another batch of cells and rooms spawn.

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  • replied
    Originally posted by AlonzoCPO View Post
    This is looking pretty awesome!

    Especially in terms of your dungeon generation. I just finished doing a write up on my process to generating "sectors" (dungeons attached to handcrafted pieces) for our side scrolling game.

    And yes you're right, detecting overlaps, and having it go back one, was a hell of a struggle.

    In any event, I'm curious as to how you are achieving generation yourself and doing so what appears immediately.

    Always happy to see devs tackle the same problem with different solutions!
    Nice, I would like to read that write up if its online anywhere!

    The breakdown for this one is basically -

    1. Spawn either N,E,S or W starting tiles, add 0,0,0 to tile location array
    2. Set the next entrance location and the next tile location, so if it is a North Tile at the start, the next entrance is to the South, also next location will be 1000 units north (x in my case)
    3.Make a list of possible tiles for next tile, since it has to have a south entry/exit location, the allowed types (Currently) are SE,SW,SN (I call them ES,SW,NS, but they are the same)
    4.Pick one at random and add it, for this example lets say it chose SE.
    5. I then have a large section which decides what the next entrance point should be, for example in this one it would check that the last tile was SE and the last entrance point was South, meaning we exit next tile to the east, so next entrance location is to the West. If this check returned false we would say next entrance location is North.
    6. Then we start again at step 2.

    To check for overlaps we basically have a step between point 2 and 3. It checks to see if the next generated location is contained in an array of tile locations, if it is. we delete the last tile then decrement the number of placed tiles. and then go back to step 2. Obviously this could generate the same path but then this would happen again.

    Problems occur when the turtle corners itself and cant go anywhere (think of like how you die in the game snake). When this happens the above step maxs out with the in engine max loop iteration count. I have built in my own fail safe so that an overlap can only happen N number of times before it fires an event which created an end point on the dungeon. This is why in the gif you can sometimes see it generates a shorter dungeon.

    To make it fire automatically I just put a trigger to the event in the construction script. I then only let it fire if a boolean is true, this event will then fire and imediately set the boolean to false, then generate the dungeon. I can click this boolean to true in the actor settings in world outliner.
    Last edited by Orkney; 03-29-2018, 04:01 AM.

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  • replied
    This is looking pretty awesome!

    Especially in terms of your dungeon generation. I just finished doing a write up on my process to generating "sectors" (dungeons attached to handcrafted pieces) for our side scrolling game.

    And yes you're right, detecting overlaps, and having it go back one, was a hell of a struggle.

    In any event, I'm curious as to how you are achieving generation yourself and doing so what appears immediately.

    Always happy to see devs tackle the same problem with different solutions!

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  • replied
    I did start doing block outs for the main character tonight, then decided I wasn't ready for it yet. So instead I continued with my idea last night and did a quick art bash for the dungeon, to be much improved...

    There are currently only 3 different tiles for the dungeon, one for single entrance, one for 90 degree tile, then another for like North/South and East/West.

    Will need to add another two for three way and four way. Also need to consider larger tiles for large open rooms - Not sure how to handle this yet. I might make it based on a probability chance, if theres enough space ahead in the next tile generation (3x3) have a 30% chance to spawn a large room instead of a small one.

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  • replied
    Tonight I have been working on the dungeon again, there was an issue before that tiles could overlap each other, this is not good so I have updated the system to check for overlaps. If an overlap is detected (a tile in that position), it will delete the last tile then continue the turtle (I think this is the programmer term).

    You can see here I can generate a dungeon with a start and end point successfully 100% of the time ()



    Although branching and splitting the path is not implemented yet, you can already see some interesting dungeons being generated.

    I also should add that the tile size is a variable currently set to 1000, this is so that I can make the tiles more interesting later on, say if I make the tile size 3000 and remake some more interesting shapes for the meshes. Not 100% sure on how I will tackle this yet.

    heres a picture to show what i mean
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    I think I am fairly happy with how the generation works for now, so Im going to start to create some artwork for the dungeon as its not too pretty right now.

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  • replied
    Long time no update!

    I have been busy the last few weeks so havent had much time on Frontier. Last two nights however I have begun the dungeon generation system, currently it will generate a linear path dungeon and stop when it hits either the max tile count or it overlaps with another dungeon piece. I have breakpoints set up so that I can create events when this happens however I havent created those events yet.

    The system is based on North,East,South,West so we can have N,NS,NE,NW,NSW etc.

    I also have a system which will create branches based on a probability chance... Im not sure yet how I will make the system go back to the branch points and start creating a linear path from the unused tile exit point however.

    little GIF:



    I also have been working added a new water shader based on this excellent 80lv article. I will add to this at some point.

    https://80.lv/articles/working-on-water-shaders-in-ue4/

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  • replied
    Been pretty busy today added a few things...

    - I changed containers so that I can now add items to them before beginplay, this will be good for things like treasure boxes... and I can use it for when you kill NPC's and they drop loot. This gif shows this and how to add items to the hotbar - mouse over and press the hotbar button to slot them to. I want to apologize for the inventory icons though because they are properly bad, I will redraw them properly with my tablet at some point and spend more than 10 seconds with my mouse.



    -Added a firefly particle system which appears at night, its a blueprint I can drag to a certain area - will eventually make it so it spawns near player pawn



    - Added a new tree, which falls down when you hit it, I think this is the technique I will now use for most of the foliage in the game, the fir trees I originally had will make a reappearance but with this technique implemented




    - And the hotbar now actually works. Right now only the hand object mesh is being swapped, no stats are being changed yet because I have not implemented stats for the player yet. Though now I can cross the hotbar off my to do list player stats is the next thing I will work on. Although player stats plugs into a lot of things so it will take a while to implement fully.



    Full Video:



    Now I think my next step is to start implementing the dungeon. Ive only created procedural content like that once before so I thnk it will take a while to get the basics there. I want the player to have to go through the dungeon floor by floor, and I will be able to set items (village pieces) the player can retrieve on each floor. But each floor will be generated procedurally.

    As a player it wont be much of a challenge yet because right now AI will only stand in one place and attack. I suppose next goal is to be able to go inside the dungeon, retrieve item and go back to the main map and place that item

    I wanted the main area to be procedurally generated however I could not find a way to generate landscapes without extensive C++ knowledge (which I do not have)
    This is why the dungeons will be procedural, for replayability

    Will post more updates tomorow
    Last edited by Orkney; 03-03-2018, 08:44 PM.

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  • replied
    Heres a quick update:




    Nothing art-wise is final, I am a 3D artist for work however I usually work in realistic rendering so this style is very new to me. Eventually I will devote time to art but for now I am enjoying making everything work. The UI works but I need to make buttons etc to match the art style (once i have nailed that down). Saying that, I did spend a little time tonight making the trees look nicer, screenshot

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    Though I will probably swap these out for a similar model but better and a load of variants eventually.

    The build menu is not 100% finished yet in that I dont want the player to be able to craft doors, campfires, beds (this sort of thing, placeable items) from this menu. I will have a crafting bench/table where these can be made (it will use the same UI). Structures will eventually be placed using some sort of blueprint item.

    Im going to go off on one here... a big inspiration for this game is a game called Dark Cloud for the Playstation 2 (Google it, it was an awesome game. I rented it from blockbuster for a weekend when I was about 12 years old, and thought I had completed it by the Monday when you had to return it. Turns out I had only passed the first zone of which there were about 7, I persuaded my mam (mom for americans) to buy the game for me, Blockbuster probably shut down like a week later (for English people)). In Dark Cloud you would go into a procedural dungeon and save characters and items (houses/barbells/benches) trapped inside these orbs. Then you could come out of the dungeon and build a village using these pieces. I want to eventually have the player retrieve an item (NPC, NPC's house or item) from the dungeon. This would then become a special structure the player could place in the world. Completely different to how you place walls and floors etc. You might get a bonus for placing this structure in a certain area (maybe a fisherman NPC might like his house placed next to the lake).

    Obviously these things are going to take time to implement. And I am still trying to think of a storyline to link this all together


    Next Steps:

    - Make hotbar work < this is probably current priority, I know how I am going to do it, its just going to take ages, like retrieving storage items.

    - Player Equipment/Stats - Not quite sure I will tackle this until I have a finished player character mesh

    - Combat - I want to make a lock on combat system, so you can lock on, roll etc and block. Which Im pretty sure I can do. I studied character animation at university so I can animate, however I am not brilliant with animation graphs in Unreal, although I will learn. Also need player character first
    Last edited by Orkney; 03-01-2018, 06:43 PM.

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  • replied
    Thanks Filly!

    Hearing that someone would play this makes me feel good. The main character is not the final character and he only has 3 animations in total. I am trying to avoid doing extra animations, for now, as I want to swap the mesh for a different one and will not be using the same skeleton. However I am not sure what the new mesh will be yet so I'm kind of leaving it for now. Suggestions would be welcome actually!

    I will try to keep pumping content out!

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