Announcement

Collapse
No announcement yet.

DOGEcrash - A dystopian cyberpunk procedural death labyrinth rocket jumper

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

    #76
    ♪♫Release candidate for DOGEcrash's level music!♫♪

    Also completed what was basically a full-game refactor yesterday. Much better design patterns in place using a gamestate manager and event dispatchers. I've made some more progress on the ending but I'll leave that for players to see themselves.
    Last edited by SFtheWolf; 07-05-2014, 04:29 PM. Reason: Forum doesn't support emoji :((((
    Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

    Oldskooler PreDigital CRTify illustrious Patreon

    Comment


      #77
      What if you made a high score system, where the taller the building, the better the score? Or walljumping has a multiplier when you don't touch the ground? Just some suggestions, it looks really good!
      Website: http://www.NonLocalitySoftware.com
      Facebook: www.facebook.com/NonLocalitySoftware
      Twitter: https://twitter.com/NonLocality_Dev
      Instagram: @nonlocalitysoftware
      Discord: ASCII#1124

      Comment


        #78
        Originally posted by Ascendancy View Post
        What if you made a high score system, where the taller the building, the better the score? Or walljumping has a multiplier when you don't touch the ground? Just some suggestions, it looks really good!
        Thanks! Good ideas. I actually experimented with a building size = value system early on before switching to the current method. I found that since largest buildings were the easiest ones to skim it didn't make sense to further incentivize them. I then tried having the smallest buildings be worth the most, but that didn't make much thematic sense and the way they clustered tended to overpower them. Constant returns for every building means that the player can self-direct the difficulty by choosing to either slowly platform, or play it fast and risky on the outskirts.

        I hadn't tried adding a combo system yet but the thought did occur to me. You're currently already heavily rewarded for "flow" since constant speed means both efficiency and less chance of being shot. As such I don't feel there's currently a need to reinforce that further.


        So I've been slow recently both because I've been ramping up work on my next project and because I've been struggling with a new medication I'm hoping will finally deal with my cluster headaches. The side effects have been taking a lot out of me but on the good days I no longer feel like I live in an active food processor.

        A couple new features to report. One is the timer:



        Exciting!!

        Getting it to look decent was more work than I expected. Blueprint has quite minimal string formatting options at the moment, and I didn't want to have another HUD element permanently cluttering the screen. In its current iteration, I made the timer appear on screen and fade to transparent over a few seconds only at particular moments of interest, such as when the game starts, at 30 second intervals, and when major score milestones are reached (so that speedrunning players can check their splits mid-run). This has the added advantage of making the timer harder to mentally filter out than it would be if it was constantly visible. There's more of a sense of it looming over you and causing pressure. No reason that basic mechanics can't also add atmosphere!

        I'm also getting around to implementing the death effects, for when a car hits you. I started by finding a shattered glass texture on cgtextures.com:



        I tried using this in a post-effect, but refraction and surface normals seemed a critical element of achieving the broken window look. So I just smeared it on a plane and stuck it right in front of your fat face:



        On death this plane becomes visible, as well as a number of post effects. Here's the current version of the material:



        And here's me bouncing around the level with a broken screen while testing different refraction values:




        Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

        Oldskooler PreDigital CRTify illustrious Patreon

        Comment


          #79
          This is incredible.

          Comment


            #80
            Looking good as always. Good luck with those headaches too! Keep up the good work! =)

            Simulacrum Game | Play The Alpha | Caldera Entertainment | Twitter | ArtStation

            Comment


              #81
              Thanks again for the kind comments! I assume their positive energy is what's keeping me active since I sure don't have regular energy.

              I was going to keep the endgame a complete surprise but it's a bit too big a feature to stay silent on for so long, so at least have the music for the escape sequence:


              ♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫
              Music for the escape sequence! (work in progress)
              ♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫♫

              I'd appreciate any feedback you have! I'm a little iffy on the wandering "shh shh shh" sounds in the far left and right.
              Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

              Oldskooler PreDigital CRTify illustrious Patreon

              Comment


                #82
                I really like the shattered glass look you have. I am a bit concerned that it may become repetitive to show the same shattered glass every time. Maybe you could have the shattered glass material randomly flip horizontally and/or vertically whenever it is displayed so that it is not as readily apparent that the same material is being used.
                Engine Support Technician

                Comment


                  #83
                  That's a good idea! Hopefully between that and the fact it's only going to be visible on screen for less than a second when you die should make it less obvious of a pattern. I also had an idea for a simple way to animate the propagation of the cracks:













                  I'm torn on the "ripple" in the refraction as it might overpower the cracks in motion, but it might also give a cool sense of being a futuristic liquid display of some kind (these are your eyeballs after all). Will test and tweak as appropriate.
                  Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                  Oldskooler PreDigital CRTify illustrious Patreon

                  Comment


                    #84
                    It may look better in motion, but from the still images the "swirling" transition effect doesn't do much for me. If you are looking for some kind of transition for when the shattered glass material appears, it may be sufficient to give the camera a "shake" just as the material becomes visible (I would be expecting some kind of hard impact to get that kind of shattered glass effect, and you mentioned this would appear when one of the flying cars hits the player). Perhaps throw in a momentary burst of static or visual distortion as well.

                    Please keep in mind that I come from a programming background, so my sense of what "looks good" should be taken with a fairly large grain of salt (about the size of a classic VW Beetle might do the trick).
                    Engine Support Technician

                    Comment


                      #85
                      Thank you very much for that criticism as it resulted in me getting a much nicer effect! I now blend several of the layers in using an expanding starburst texture as an opacity map. Cracks look like they're actually propagating across the glass now, which is really cool! It's not perfect but it's a bazillion times cheaper and easier than writing a procedural glass cracker would be, and you're only going to see it for a moment while heavily distracted anyway.

                      I also added the random rotation you suggested, a blue/green static effect to the broken edges (meant to look like your AR failing to display), and some emissive whiteness on the sharp bits so that they remain visible in any lighting condition:





                      After some experimentation with adding noise in post, I found that it drew my attention away from the broken glass rather than adding to it. It made me aware of the monitor I was seeing the game through, and lessened some of the intended 4th wallishness of the material. I solved this by adding some noise to the material itself, which was cheaper and easier to stylize:




                      Here's a video of it in motion! Played at 10% speed so that you can see the cracks spreading, and because player death will probably involve some amount of time dilation.



                      This is just a demo of the material itself. The death sequence will probably also involve the player being launched, a particle burst of sparks and glass, and some red coming in from the edges before it fades to something like a television tuned to a dead channel.
                      Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                      Oldskooler PreDigital CRTify illustrious Patreon

                      Comment


                        #86
                        That effect looks really good. You continue to amaze me with the visual effects you are putting together.
                        Engine Support Technician

                        Comment


                          #87
                          Thank you so much! I still get chills when people from Epic notice, let alone compliment my work.

                          I've been doing a lot of cleanup since there's a demo-oriented indie meetup on Tuesday that I want to have something playable for. I cut about a gig of unused content from the project folder today (due to my kitchen-sink importing of sample content before the aesthetic was nailed down), and did a lot of reorganization that should help other people navigate once I release the .uproject.

                          I'm experimenting with a different project structure from the one Epic uses, namely one where the assets are grouped by their in-game function rather than their asset type; For example there is a folder for the drones which contains their base material and mesh, and sub folders for type-specific assets, such as the jammers' lightning. I figure that organizing by asset type is redundant since filters can already do that for me, and my strategy means that dependencies are far more likely to be clustered together. The disadvantage is that I'm going to have to compromise on assets which are referenced in multiple places, such as handy mask textures.

                          I further improved the glass effect in ways that might not come across in screenshots but I'll post some anyway:






                          The refraction is properly creeping in along the cracks as I intended now. I also switched to a lower res but more dramatic mask texture and made the chroma noise fade in on an exponential curve so that it doesn't appear until closer to 1 on the intensity scale. The start and end points look the same but the transition is far cleaner and more animated, plus it looks consistent and good for every random value now (before it would sometimes just barf everything out at once).

                          I've also finally gotten around to adding some of the propaganda for the jammer drones! Witness the unfathomable psychomanipulation that future advertising holds for us....




                          Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                          Oldskooler PreDigital CRTify illustrious Patreon

                          Comment


                            #88
                            Tonight is the first time that anyone other than my business partner who is also my girlfriend partner gets to play DOGEcrash! On the off chance that anyone reading this is in the Vancouver area, please drop by the Full Indie meetup tonight and watch it melt my lappy.
                            Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                            Oldskooler PreDigital CRTify illustrious Patreon

                            Comment


                              #89
                              I'm curious to know how things went last night...
                              Engine Support Technician

                              Comment


                                #90
                                Fantastically!! It could hardly have gone better. People were forming small crowds around my laptop in response to me merely plunking it down on a random table and playing for a couple minutes. I ended up demoing to a constant stream of people for 3 and a half hours. Basically everyone wanted to play it themselves and had glowingly positive things to say, like "This is what indie games is about." and "You really have something here." and "It's nice to finally see a woman into rocket jumping." (????)

                                In particular people focused on how impressed they were by the aesthetics, which I found very encouraging considering I don't think they even got a very good taste of them; The game was running at 20 FPS and not-max settings in a bordered editor window with the sound completely drowned out by adjacent displays.

                                A lot of people were asking about Unreal Engine 4 as well, which I had some glowingly positive things to say about in turn. I think I sold some copies ;3 Running in the editor proved handy here because some attendees were eager to see under the hood, and I was able to walk them through my Blueprints. It pays to have clean graphs for an unexpected moment such as this! Like wearing sexy underwear in case you're hit by a bus or however that saying goes.

                                By the way I've nearly finalized the traffic death effect. Here's a taste:










                                I was happy that I managed to achieve that "whiplash" slow motion effect that some action films use where things briefly go at faster then normal speed, followed by quickly interpolating to very slow motion as the debris floats and the viewer can soak in the details (if anyone knows the industry name of this trope please tell!)

                                This is also my first foray into event-driven lighting. I tried doing the red tint in post, but found that creating a dull, unrealistic flood light had several advantages; Its performance scaled better with resolution, it was less "overprocessed" looking, it allowed me to cast dramatic shadows from the blood and glass, and it varied more based on the environment.

                                The glass effect uses a similar strategy to the dust particles in ShooterGame; Panning caustic textures mask an interesting pattern (in this case, a copy of the broken screen texture) in order to give the illusion of many small particles spinning in and out of visibility. It's very striking and very slow-motion friendly, particularly with all the little facets catching a gleaming light every now and then.
                                Senior CEO in Chief of Game Builder Club and Building 3d Game Birds Gameapp Maker Co.

                                Oldskooler PreDigital CRTify illustrious Patreon

                                Comment

                                Working...
                                X