Wasabi Horizon

Stop updating your progress while I do nothing at all to show it! :stuck_out_tongue:

Good job lads, keep up da good work!

Update 06-04-2016

Update: Art, Animations, and UI

**For this weeks update, we have a few new things coming. From new weapon switching UIs to new animations in the engine! Very exciting stuff…exciting for us, anyways. **

In any case, first off, we have new icons for our weapon indicators. In the game, Wasabi must swap between weapons on the fly to overcome obstacles and enemies. (All screens are still early WIP)

http://i465.photobucket.com/albums/rr16/pedwar2/Capture%202_zpschxfa1so.png

Next up, we have a quick gif showing how the weapon switching looks on the UI (TOP LEFT). Even though most of the UI is still the old one.

http://i465.photobucket.com/albums/rr16/pedwar2/2016-05-28_zpszijg5aok.gif

Next up we have some of Wasabi’s new animations in the engine and walking around. Some of the animations are in their rough phase. But so far, it’s looking real nice!

http://i465.photobucket.com/albums/rr16/pedwar2/superconAnimations_zps5frojcoa.gif

http://i465.photobucket.com/albums/rr16/pedwar2/animation1_zpsly5yrazm.gif

http://i465.photobucket.com/albums/rr16/pedwar2/animation2_zpstnhr3wmt.gif

**
That’s all we have for this week. We hope you guys enjoyed it. As always, let us know what you think!**

Update 06-10-16

**Update: Hammers and Boss Patterns

Welcome to another Good War Games Development update extravaganza! This week we have some more moving pictures of Wasabi swinging away with her Hammer (All in early production roughs, and not cleaned up at all) as well as some patterns for the Zappa battle electric tiles. Zappa will have different patterns playing at different rates as his health goes down and he goes into different phases. **

First off, a cleaned up version of one of Wasabi’s Hammers.

Here we have the first swings. The side swing has been changed to match the up and down swings.

http://i465.photobucket.com/albums/rr16/pedwar2/Hammer_Up_Right_Combo_zpse0muw8wd.gif

Here we have Wasabi Swinging the hammer. We added to lunge on each hammer swing, giving her some momentum, and making the hit feel more powerful. Since this is still in early production, there is still a lot of tweaking to be done to get that feeling just right.

http://i465.photobucket.com/albums/rr16/pedwar2/hammerdown_zpsvthlmppn.gif

And we got a little screen shake on the hammer swings and hits. Still working on those too.

http://i465.photobucket.com/albums/rr16/pedwar2/WasabiBossGIF3_zpsnbdgpsnr.gif

The next two gifs here are two of Zappas ground shocking patterns. These will execute on different intervals while he keeps shooting beams at Wasabi.

http://i465.photobucket.com/albums/rr16/pedwar2/WasabiBossGIF2_zpszcnudtd0.gif

http://i465.photobucket.com/albums/rr16/pedwar2/WasabiBossGIF_zpskvzpki1o.gif

**That’s a wrap for this week’s update! Thanks for checking us out! If you like what you see, drop us a line.

Till Next Week!**

Cuteness overwhelming! Gogo Ped!

Thanks you! Glad the cuteness is working :wink: Can’t wait to get till you get that 2D fighter up!

Update: 06-18-2016

**Update: Minor update
**
Hey this week we do not have much on the updates. We are in the process of tweaking and bug fixing our boss encounter for the convention we will be going to in a couple of weeks. We have also tried a new techniques for our map building for paper2D but nothing ready to show just yet.

We shall be back next week!

Good War Games Team

Update: 6-25-2016

Update: New screens of Boss Fight and Boss Room
**
Hey another small update today our first boss encounter. Just a few screenshots and gifs. Enjoy! As always, feedback is welcomed. **

http://i465.photobucket.com/albums/rr16/pedwar2/Pasted%20image%20at%202016_06_19%2007_03%20PM_zpsx8uiggxe.png

http://i465.photobucket.com/albums/rr16/pedwar2/Pasted%20image%20at%202016_06_19%2007_04%20PM_zps0kmjpeqj.png

http://i465.photobucket.com/albums/rr16/pedwar2/Pasted%20image%20at%202016_06_19%2007_11%20PM_zpssn5phoje.png

http://i465.photobucket.com/albums/rr16/pedwar2/Pasted%20image%20at%202016_06_19%2007_23%20PM_zpsgxkhvbab.png

http://i465.photobucket.com/albums/rr16/pedwar2/Pasted%20image%20at%202016_06_19%2007_24%20PM_zpsjzklnoao.png

http://i465.photobucket.com/albums/rr16/pedwar2/WasabiBoss%20Gif_zps19wochbl.gif

http://i465.photobucket.com/albums/rr16/pedwar2/WasabiBoss%20Gif2_zps2bh4b8ml.gif

Update: 07-09-2013

**Update: Effects and Update on what we have been up to!

Hey sorry about the no update last week. We were busy at Florida Supercon showcasing Wasabi Horizon. We had the two levels: Boss Level and Enemy Horde Level. Everyone loved the demos. A lot of work was done on the spot by to fix the demos up while taking feed back from players. Tons of live development happened. Overall, we had a wonderful experience. We will be posting about it and with tons of pictures on our site some time in the near future. **

Our approach for Development in the next coming months will be very aggressive and start prototyping the rest of the game, tackling a town, dungeon, and boss every month, then going back to finalize. Before we get started on that, there is some planning and fixing up of our game file to be done. One of the major things that need fixing is the use of tilemaps and paper2d. While we are still using paper 2d for sprites and animations, we are moving away from tile maps for floors and other walls and collision boxes. Tile maps have been having memory leaks and odd collision for a long time now. From now on, we are going to test with having 3d blocks as our floors, putting the 2d sprites on top of it, or making the sprite into a material which we tested with the boss room. For other things in the world, they will probably still use sprites. Though we will still have our original problem of getting Wasabi to hide behind objects. We have also reworked the way collision works, mainly for Wasabi’s attacks, and that is still being worked on. Will probably have a better update next week about it.
**
As for today’s update,
A new screen that was used for the Demo as well as a few of effects we have been putting together for testing.**

http://i465.photobucket.com/albums/rr16/pedwar2/Impact-Animation_zpsig0rki6t.gif http://i465.photobucket.com/albums/rr16/pedwar2/Hit-animation_zpsapqjitty.gifhttp://i465.photobucket.com/albums/rr16/pedwar2/explosion-animation-_zpstplgzwfk.gif

**That’s it for this week! Next week, we’ll see if we can get a video up to update the video on the front page to include the boss and stuff. If you guys have any questions or feedback, drop us a line!

Cheers!**

Some great stuff in this thread. Glad to hear your demo’s went well!

Looking very polished, nice work!

Thanks dude! We are definitely work hard on this project, and the feed back we have gotten so far has been amazing.

Thanks! We will one day get super polish in there.

Update: 07-15-2016

Update: New Demo video, Collision Handling Changes, Hammer Ability Prototyping, and Placeholder Enemy Attack Animations!

Hey hey! Welcome to another week of Dev updates! Today we got quite a few things. First off there is a new video showing what we had for our supercon demo. As always, it is a work in progress and there are many animations and art still missing, but the demo showcases the horde map and the boss map.

Next up, we have a report on our collision changes by our programmer, :

Well as some of you know (looking at you: ) I’ve been asking around and pinging for ideas for collision. The way I had handled collision was not to my satisfaction and I knew it could be handled better. In my quest for glory I as well found some details as to how old school games handled collision, as well as when to even collect that data.

For example: Legend of Zelda games would check collision on link’s attack during a stretch and squash animations. This gave me the idea of changing when to check for collision and refactor collision boxes on my sprites(using paper2d editor).

Previously I had it that, when I would attack, I would check every frame of collision on a tick. On every frame I’d grab all actors of a base enemy class and deal damage to them accordingly. I realized I would prefer to just have it naturally and ambiguously. So I implemented my own overlap function and assigned it to the flipbook I use to play my attack animations. It only registers data at the moment when you attack, and that data only looks for enemies.

In computer science terms, my previous collision check was at least O(n^2) and with the current implementation, I can assume it’s safely O(n), as I no longer use loops to go through all “collected” actors.

I’m also looking into FPS locking for a prototype implementation so I can avoid any frame skipping that might come. Thank you again for that advice.

On the other side of the fence. I’ve been working on weapon test beds. Currently re-doing enemies from the ground up to have desirable functionality that can be toggled into having specific types of knockback, as well as certain kind of damage recognition/handling. This has allowed me to create weapons that feel different when used on the same enemies.

Next up, we have a couple of GIFs of our new WIP of the Hammer special ability, all in prototype for now!

http://i465.photobucket.com/albums/rr16/pedwar2/hammerDOWN_zps81ubya5l.gif
http://i465.photobucket.com/albums/rr16/pedwar2/Ilovetobowl_zpsngixwufq.gif

**Last but not least today, we have some initial placeholder enemy animations. I say placeholder because these were the original first enemies we created and not sure if we are going to be keeping them through the game, but here they are anyway. **

http://i465.photobucket.com/albums/rr16/pedwar2/Zumbi_Down_Attack_Animation_zpsf45cacbt.gif http://i465.photobucket.com/albums/rr16/pedwar2/Zumbi_Left_Attack_Animation_zpspz4ka7yt.gif
http://i465.photobucket.com/albums/rr16/pedwar2/Zumbi_Right_Attack_Animation_zps9kwmsqhx.gif http://i465.photobucket.com/albums/rr16/pedwar2/Zumbi_Up_Attack_Animation_zpsi9scneot.gif

That’s all we have for this week. As always, feedback is appreciated, and we hope to hear from you! Til next week, everybody!

Update: 07-23-2016

**Small Update:

Hey small update this week. We have been working on some level layouts, and different enemy types. Nothing ready to be shown this week, so stay tuned!

Any questions or comments, feel free to contact us!

Cheers**

Update: 07-30-2016

**Update: New Enemy Types, Level Layouts, and Dashing over Gaps!

Well hello there, and welcome to our latest development update! We have a couple things we want to show. Remember, this is all in VERY EARLY stages and still mostly prototypes, so enjoy our rough work!**

First up, we have 2 different types of enemies we have as prototypes. We are going to have around 8 distinct enemy types (as of right now) to play around with. This week, we will be showing the states of the Artillery and Brute Enemies. (All art is clearly placeholder)
**
Artillery: The name says it all. This will be a ranged enemy that will shoot projectiles at Wasabi from afar. So far, we have prototype of movement and shooting in the simplest forms and will build upon these. **

http://i465.photobucket.com/albums/rr16/pedwar2/ArtilleryGif_zps8lcwnntr.gif
**
Brute: This is a slow moving and slow attacking enemy that will severely hurt Wasabi if it catches her. Also, if Wasabi is too far from it, it will perform a charge attack. So far, we have the position and charge attack up and running.**

http://i465.photobucket.com/albums/rr16/pedwar2/BruteMovement_zpsfmnxidhm.gif

Next up, we have a few Level Layout Maps for a dungeon. Our game’s points will consist of exploration and dungeon crawling to defeat our bosses. These maps are still early WIP and will be used to test several game mechanics.

http://i465.photobucket.com/albums/rr16/pedwar2/Map%20gif_zpsf06ylxn5.gif


As part of the game mechanics, Wasabi will have to dash through gaps in the floors, and somewhat perform platforming across our stages, so we set up a quick system to detecting floors after dashes.

http://i465.photobucket.com/albums/rr16/pedwar2/StopFalling_zpsrubiryhl.gif

**That is all for this week everybody, thanks for checking us out! You may leave any comments or questions and we will get back to you with love! Also, please follow us on our Social Medias to get more updates on our happenings!

Till next week!

Cheers~**

Awesome!!!

Update: 08-06-2016

Update: Animations, Development, and Paper2d Tilemap Placeholder Level Designs!

Hey! We’ve had a wonderful development week. Quite a few things got done. A couple animations got finalized, some levels and level art were mocked up (thanks to some recognizable tilesets), and some new development updates about our process, and FINALLY a huge yet simple solution to our original z order render problem with actors in the world. No more making dupes of every item! So lets dive in.

First up, we got a few words and updates from our programmer, (@Demoneyejin):

Pasted image at 2016_08_06 10_45 AM.png

We have finally taken the proper steps to attach proper version control to our project. If and when we decide to grow and within the current team, we can now manage the workflow of all things going into project.

http://i465.photobucket.com/albums/rr16/pedwar2/ZOrderTree_zpsjrlb6vpe.gif

Finally figured out how to decorate our world with objects that our character and any other character can freely walk in front and or behind of. (considering that everything is flat on the world’s axis.) We inverse y position of the default scene object and apply that to the sprite’s Z order layer. This lets us now create the illusion of walking behind objects easily and light on our system.

http://i465.photobucket.com/albums/rr16/pedwar2/OurNewMinionFriend_zpsltooonjt.gif

We gotta introduce our new enemy minion type. It’s fast, it’s light and it wants to play the game Chase Wasabi. Not affiliated with Chevy Chase, Chase the Bank, and other form of Chase you can think of.

Of course we’re going to be making sure the minion’s can pile onto wasabi and deal damage so we’re delving into EQS’s and path finding. We want the minions to be fodder that can be easily killed but also present an overwhelming feeling to the player when a majority of them arrive.

**
Next up, we have those new finalized animations. It is two of Wasabi’s angled running animations:**

http://i465.photobucket.com/albums/rr16/pedwar2/down%20right_zpsu3mhjkua.gif http://i465.photobucket.com/albums/rr16/pedwar2/down%20left_zpswog9bepf.gif

Lastly, for this week, we have been putting some placeholder art and some test environments together for Wasabi’s village and one of the starting zones. Remember this is all placeholder and all level art and tilesets DO NOT BELONG TO US. These are pokemon tile sets that we are using as early placeholders.

Pasted image at 2016_08_06 10_45 AM.png

http://i465.photobucket.com/albums/rr16/pedwar2/2DTileMapTest2_zpsmaqsuzgx.gif http://i465.photobucket.com/albums/rr16/pedwar2/2Dtowntest_zpse6w06lpi.gif

That’s all for this week! As always, if you have any questions, or comments, let us know.
Thanks for checking us out.
Cheers~

HIRE ME SENPAI I WANNA GET NOTICED!

No really, you guys surely prove that with a good amount of work, 2D is something doable in Unreal no problem. Good luck!

Don’t sell yourself short, buddy. You, more than us, have super proven that sentiment with your Unreal Fighter 2d Template. Thank you and good luck to you too :smiley:

Update 08-13-2016

**Update: Small Update on WIP Animations, AI programming, Maps, and Story

Hey small update today. We’ve been working to gain some better knowledge of certain systems, as well as fixing up some of our unfinished animations before going into new ones. We have also made some more progress with some map layouts using Pokemon tilesets as placeholders. Our story for Wasabi is also coming together. **

** (@Demoneyejin) has been studying AI this week. Learning how to make smarter AI enemies, and movements. He’s been doing the Unreal Stream training for making game ready AI, which should check out!**
**
As for art, this up right/up left running animation has given Bryant a good amount of trouble in trying to get the angles just right. So far, its had a ton of improvements.**

http://i465.photobucket.com/albums/rr16/pedwar2/up%20right%20running%20angle_zpszi4vfjdu.gif

**
This here is another WIP of our beginning town/beach area where the game will take place. The art in here is all placeholder and not ours, but it gets the job done for now.**

**As for our Wasabi Horizon Story, we have the outlines and a bit more depth from beginning, to about 1/3 into the game. Can’t reveal too much about that just yet, but keep a look out!

We hope to be updating our website soon with more Wasabi related stuff.

Thanks for checking us out. More to come next week!

Cheers!**

Update 8-22-2016

**Update: New update days, AI movements, Animations, Level Mocks, and Story updates!

Welcome to our weekly update. We know that we are a bit late for this update. Reason being that we are moving our weekly updates from Fridays/Saturdays to Mondays! This week we have a little bit of everything.**

Programming: We have testing of the new Minion AI. After taking some time to study the AI Architecture from the engine via @ and [MENTION=8] [/MENTION] adventure of making an Apple tripping dude, (@demoneyejin) was able to return to our staple minion and create a more direct(see:Better) state machine to handle being aggressive with chasing down wasabi and attacking, as well as handle taking damage and being stunned.

http://i465.photobucket.com/albums/rr16/pedwar2/MinionTest_zpspc47tqzl.gif

Art: Got a couple more animations of Wasabi running. We promise these are the last ones!

http://i465.photobucket.com/albums/rr16/pedwar2/up%20right%20final_zps9zoq1x9q.gif http://i465.photobucket.com/albums/rr16/pedwar2/up%20left%20final_zpslozha0yn.gif

Design: The next part of our level mock ups with the Pokemon placeholders. We added what will be a dark woods area and dark trail for the first dungeon in the northern part of the map. Clearly not as moody as we may want it to be.

Story: We are 3/4th of the way done with working out initial story beats. New locations and characters and other fun stuff included!

**That’s all for this weeks Dev updates. Look out for next week as we tackle more enemies and combat mechanics. As always, any comments, feedback, or just wanna say hi, feel free to drop us a line!

Cheers**