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《Drifting: Weight of Feathers》Third-Person / Action / Shooter (Update: Localization)

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    Thanks for the references. Ronin and Ghostrunner both look incredibly fun. I have a long ways to go in regards to control in game and there is more to it than the animation. Manual and autonomous control of Head (Cam), Arms (Weapon/ Reticle ), and Body (Navigation/Movement) are core elements of Gameplay as im aiming to achieve a VR experience without the VR Equipment. Camera control has a major role in my game as it will play both third and first person.
    Last edited by TechLord; 06-01-2020, 05:55 AM.
    HeadlessStudios.com is now part of TheGameDevStore.com

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      One of my favorite project on the forum so far. Your parkour keyposes and the teleport/dash effect are so stylish ! I loved the whale and the relaxing tone contrasting with the action, maybe useful also for the replay value. The Gameplay in Traversal and Combat looks really responsive and fluid, i totally agree with similar comments, and moreover it got this Aeon Flux vibe i cannot resist to. Really some amazing job you've achieved with this project. I'm a huge fan of P.N.O3 by Shinji Mikami, the DMC serie, Vanquish (can't stop playing at Sekiro right now), i fell you have updated the flavor of this kind of game with some really new interesting ingredients. I love the way actions chain in your game, looks like madness ! Perfect for speedrunning you're right. I wish you courage and motivation for all of your projects and the future of this one !

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        Wow, man! Those movements are awesome! Have you planned a demo on Itch.io?

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          Originally posted by Amelia_P View Post
          Wow, man! Those movements are awesome! Have you planned a demo on Itch.io?
          Hey Amelia_P,

          Thank you for asking!

          Yes, the plan is to release a demo before the official release. If everything goes well, it is very likely that a demo will be released this year on Itchi.IO and IndieDB. =)

          Feel free to stop by and view the weekly content anytime!

          Have a great weekend!
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            Scenery in《Drifting》

            Itch.IO - HISM Spline
            IndieDB - HISM Spline

            HISM Spline

            The way I've worked with HISM is to write a construction script depicting how the mesh grows along its 3 axis and its corresponding offsets then feed in the parameters via editor exposed variables - it is a fast and simple trick to get a piece of building block with minimal effort. Over 90% of the levels are built using these small pieces of "lego" and saved me a lot of iteration time while test play each section of the level.

            HISM spline
            HISM Spline


            While this approach is suitable for man-made constructions which are usually confined with simple geometry shape and a certain degree of repetitiveness, it is ill-suited for creating natural landscape or foliage. After some contemplation, I've decided to write a construction script based on spline instead of axis. The idea is to utilize the spline component's editing features without actually rendering a spline - instead of calling AddSplineMeshComponent, I call AddInstanceWorldSpace at each spline point - thus enabling me to create buildings blocks that are more organic and natural to the level.

            I hope you enjoy this week's update and a BIG THANK YOU for all the comments and thoughts shared during this past week, an active community helps me realized I'm not alone on my journey.

            I wish you all the best with your own game development journey and have a relaxing and healthy weekend! (/>///<)/
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              Yup, I'm subscribed to your thread (over a month) It's always great to see your progress, it's inspiring.

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                A glimpse of combat in 《Drifting》

                Itch.IO - Physic Wall
                IndieDB - Physic Wall

                Physic Wall

                To spice up the wall running experience in the later stage of the game, I decided to add physic walls - a special wall-runnable actor where its rotation is driven by physic force - making it a bit difficult for players to align their camera with the ever-rotating wall-run plane.

                Physic Wall
                (it might be difficult to notice in the GIF, however, these physic walls are driven by torque force per tick)



                As long as players aim their camera correctly, these physic walls could help players traverse through the level just like a normal wall would, meaning it is possible to perform vertical and horizontal wall-run and even wall-slide on these physic actors.

                Additionally, since these walls are physically driven, players are able to shoot these walls and change the rotation of these walls - a feature that veteran players could take advantage of.

                I hope you enjoy this week's update, feel free to leave a comment if you are interested in my physic wall feature!

                Have a great weekend! (ゝ∀・)/
                Last edited by rit; 06-13-2020, 03:22 AM.
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                  The Physics Wall concept sounds really powerful. Why not apply it to all Wall Running? I'm too lazy to figure out how to implement such a physics system, LOL, thus I'm using False Gravity plugin and hacking the IK of this ledge animation set.
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                    Originally posted by TechLord View Post
                    The Physics Wall concept sounds really powerful. Why not apply it to all Wall Running? I'm too lazy to figure out how to implement such a physics system, LOL, thus I'm using False Gravity plugin and hacking the IK of this ledge animation set.
                    Hello TechLord,

                    Thank you for sharing your thoughts. =)

                    Physic walls is a concept I've just recently come up with, I'm afraid it's probably too late to implement the same features to all the other wall run plane. Q_Q

                    Thanks for sharing the link to the awesome plugins and animation assets!

                    At the time I was prototyping my game (which is about 3 years ago), there aren't as many products to choose from on the UE4 marketplace as these days. Not an artist myself, that limitation largely restricted the type of game I could make and the way the game presents itself to players. Lots of design decisions were compromised because I couldn't find an appropriate art asset to facilitate my idea.

                    I always wonder what my game will be like if I have access to those wonderful artworks from the very beginning; how much cool ideas will be made possible and allow players to enjoy it in the final product.

                    As a solo indie dev, I consider myself very lucky to live in a world where the online marketplace help brings all the talented artists together and help me realize my dream project - for a reasonable price of course. XD


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                      Originally posted by rit View Post

                      Hello TechLord,

                      Thank you for sharing your thoughts. =)

                      Physic walls is a concept I've just recently come up with, I'm afraid it's probably too late to implement the same features to all the other wall run plane. Q_Q

                      Thanks for sharing the link to the awesome plugins and animation assets!

                      At the time I was prototyping my game (which is about 3 years ago), there aren't as many products to choose from on the UE4 marketplace as these days. Not an artist myself, that limitation largely restricted the type of game I could make and the way the game presents itself to players. Lots of design decisions were compromised because I couldn't find an appropriate art asset to facilitate my idea.

                      I always wonder what my game will be like if I have access to those wonderful artworks from the very beginning; how much cool ideas will be made possible and allow players to enjoy it in the final product.

                      As a solo indie dev, I consider myself very lucky to live in a world where the online marketplace help brings all the talented artists together and help me realize my dream project - for a reasonable price of course. XD

                      I agree whole hardheartedly. I'm in the same position. I'm a solo code-centric game "systems" developer. I cannot call myself a game developer, because I have yet to develop one, but, I've developed plenty of game subsystems. Over the 4 years I've worked with UE4, My focus has been learning and developing networked procedural generation / player construction subsystems. Because I believe in-game Player Creations that can be shared and collaborately built is the future of social gaming. I also believe that High Density Modularity is the future of constructing Game Content. Only recently have I actually started working with combat game mechanic, which is at the core of a lot of action games.
                      HeadlessStudios.com is now part of TheGameDevStore.com

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                        rit
                        As a solo indie dev, I consider myself very lucky to live in a world where the online marketplace help brings all the talented artists together and help me realize my dream project - for a reasonable price of course. XD
                        Indeed ^^ All those nice assets and kits on marketplace help a lot, and things got solid the past 3 years. Taking advantage of Sketchfab, Megascans, Turbosquid, and Epic's marketplace helped me to speed up my game dev. I only modeled hero models and main characters. The rest of the models, they're all purchased or commercial-free with some tweaking.

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                          Characters in《Drifting》

                          Itch.IO - Lady and Mech
                          IndieDB - Lady and Mech

                          Lady and Mech

                          To provide sufficient space for players to maneuver around, I usually scale the props in my level 2x or 5x bigger than its normal proportion; additionally, in order to give players that magnificent, astonishing moment toward the end of the game, I tend to make later levels even bigger in scale and size than its predecessors. These attempts add up and cause subsequent levels to feel much more monumental and yet somewhat empty at the same time.

                          Lady and Mech
                          (click the image for higher resolution)




                          To compensate for this issue, I figured it could be a good idea to add an enemy where its proportion is comparable to the size of the level, hence, fill-in the void of the empty space without compromising the space players could maneuver and the visual composition I am going after.

                          In terms of scale, this mech is gigantic - literally 900uu high and 600uu width - even bigger than some buildings in the game.

                          I hope you enjoy this week's update, have a wonderful weekend! ヽ(´∀`)ノ
                          Last edited by rit; 06-20-2020, 01:01 PM.
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                            Hi rit

                            I'm glad you elected to add Giants in the game as I'm a huge Kaiju and Mecha Fan. How many Titan 'Bosses' do you plan to have. One at the end of each Level?

                            Kaiju and Mecha is what I mean by Monsters in SPAGHETTI (see sig). Although Monsters will be of various proportions using the Transformorph Subsystem, there's just something awesome about Giant Monsters in a game (ie: Shadow of the Colossus, Monster Hunter, etc ). I also think it will be Fun for Players to literally 'Slice' Monstrous Yokai the size of buildings using the Splinter Subsystem.
                            HeadlessStudios.com is now part of TheGameDevStore.com

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                              Originally posted by TechLord View Post
                              Hi rit

                              I'm glad you elected to add Giants in the game as I'm a huge Kaiju and Mecha Fan. How many Titan 'Bosses' do you plan to have. One at the end of each Level?

                              Kaiju and Mecha is what I mean by Monsters in SPAGHETTI (see sig). Although Monsters will be of various proportions using the Transformorph Subsystem, there's just something awesome about Giant Monsters in a game (ie: Shadow of the Colossus, Monster Hunter, etc ). I also think it will be Fun for Players to literally 'Slice' Monstrous Yokai the size of buildings using the Splinter Subsystem.
                              Man, it's a super cool game designer decision.

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                                A glimpse of combat in 《Drifting》

                                Itch.IO - Mech Attack
                                IndieDB - Mech Attack

                                Mech Attack

                                If you've followed my last week's update, you might be familiar with this big fella - a gigantic mech I've designed to fill in the void of my level and spice up the overall gameplay experience.

                                Although the mech's AI and various supplemental functions weren't particularly hard to implement, it took me quite some time to make it into its current form. During the development process, more than half of the time was spent on balancing each of its attacks to give players a reasonable challenge.


                                Mech Attack
                                (if I delay my second dodge, I should be able to avoid the third laser attack /_\)


                                There are many factors in-play when people consider a game mechanic is a reasonable challenge, one of them I found most critical is the possibility to avoid all damage provided the player is skillful enough with the game, which is to say, all the attacks need to provide a signal and a reasonable delay after the signal for players to react. I've spent almost a week to tweak the attack behavior of this mech and didn't achieve this goal I was after; since players have different speed on walls versus on ground, depending on players' movement speed, the same attack can either come too quick and felt like the AI is cheating or too late and pose no threat to players.

                                I've yet to come up with a solution regarding this problem - feel free to share your thoughts on this matter! Hopefully, I could get rid of this problem next week. Q_Q

                                Have a lovely weekend~ (´▽`)ノ
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