Hmm, not sure why, but all my videos are unplayable now… That’s troubling. The raw links still work
Anyway, we made progress this week.
Map and Room Transitions
I worked on this one – man, it took a lot of work. Way more than expected. We were in a single level for so long, once we entered a scenario where we’re switching levels (or “Scenes” as Unity likes to call them), it’s a whole other ballgame.
Before, every level in our game had some of the same scripts and objects in them repeatedly. So, I had to move to a new architecture where we have one “Manager” level that loads the other levels and feeds it the data it needs. Manager Scene has all the persistent stuff like UI, Audio, other important scripts that every level needs.
That took a while to setup and debug. Once I did, I found more trouble handling transitioning between levels. Mainly stuff like handling fade in/out and preventing my camera from going batshit.
If you want to see it while I was in failure mode:
God, that was annoying as hell. But, I took a break earlier today and ended up fixing it tonight:
That’s an example of a level being loaded and unloaded: Map Transitions. Good news is that the load time is really fast for now. At least, until I add a ton of NPCs but meh; it’s still a 2D game. Not like I’m loading a GTA open world map with 20GB 3D models lol.
With that massively annoying part finished, I quickly added the first iteration of “Room” Transitions. Which is basically the same deal, except you’re on the same map… but a different “room”.
As you can see there, the camera is still being annoying for Room Transitions. This is because I am not yet repeating the annoying code it takes to prevent this.
I am actually using this handy plugin: ProCamera2D for my camera system. I was loving it, until this BS started happening… but I’m in an email thread with the developer trying to get that stuff squared away without me having to touch his source code (which would just get overwritten on the new version update anyway…).
Anyway, my programmer troubles aside: Map & Room Transitions are just about done. The camera is annoying, but since I have a hacky fix and I think the developer will fix it long-term, it’s not too much of an issue.
The good news here is that adding levels will be much easier going forward, so there’s always that!
AI Update
Had another call with the engineer working on this, Group behavior is nearing completion. Took some low quality video of what’s going on behind the scenes:
To explain what you’re seeing, the green squares are the paths to take to reach the formation. Every Unit in the Group in working towards reaching their assigned place in the formation. The Grey squares show the formation they’re trying to build. At that point, he had it set to “Horizontal Line”, but as we showed in our Formation Builder, it could have been any formation.
The Vanguard role is pretty much complete, they’re driving all the action. They set the target points for all the other AIGroup
s, sort of the driving wheel.
The two AIGroup
s behind him are Flank Defenders
. Originally, I intended that every Vanguard
Group only have 2 Flank Defender
AIGroup
s, but he’s made it in a way that we can have as many as we want and they’ll position themselves in the best manner to assist the Vanguard
Group they’re assigned to guard.
In the video near the end, you can see he moves our PlayerUnit
s to the right. Once he does, the Flank Defenders immediately move to cut off their escape, while the Vanguard recovers.
The AI is smart enough to know where to position itself to do so, really awesome.
There’s a few things left to wrap up for Flank Defenders and Group AI.
In the video, you’ll notice that they’re all just moving their max Movement range to reach their assigned destination in the formation. BUT, we’ll want the AIGroups to be able to move in a way that they hold their formation – a way where all the units can reach and yet keep their formation.
The current behavior is cool for situations where the AI wants to move quickly to a target – more time constraints like “Survive X amount of turns”.
But, for instances where they’re in a mainly defensive position like a “Seize” map, we’ll want them to hold their formations and do their absolute best NOT to break them – since you’ll have to come to them in the end.
That’s where AI is in a nutshell, exciting stuff.
Next Steps are:
- Adding the other Teams: Ally, Other Enemy, and Neutral Teams to test this behavior when there’s many teams in a battle map
This one should be fun, yet difficult. An AIGroup
’s role can change pretty quickly. Say, a bunch OtherEnemy units spawn within a Flank Defender’s Line of Sight. They’ll have to decide whether to keep defending the Vanguard or engage the new threat (essentially becoming a new Vanguard themselves).
-
Adding Leadership Units and a Morale System
-
Fleshing out Individual Behaviors and adding an AIUnit “Personality” feature
How likely is the unit to cooperate in a Group? Is he a bloodthirsty loose cannon? Or is he coward, who’ll flee and disregard goals once he’s hurt a little?
Or a hotshot Unit who simply loves war and doesn’t need to group up.
Situations like that.
AND that’s AI. It’d a long road, but once it’s finished — oh, baby!
That about wraps up programming progress. One of our programmers was sick, so things got a bit clogged. But, Walk-Behind and Silhouette Shaders for battle should be coming up soon. We had to basically rewrite a lot of our Grid System and features like Line of Sight, etc. to handle this, so it’ll be tested pretty hard before we let it in.
About Dialogue – We’re going with Ink. I like it. We did get the articy team to fix our problem, but Ink is open source, has a Unity Integration, and it’s simpler to use + single purpose: to write interactive dialogue.
Should see more of that coming in the next week or so, I’ll most likely be doing that one myself.
Art Dump
I am working on getting our finished carriage up and running. It’s awesome, lots of moving pieces.
Really cool stuff, it’ll even cooler once I wire it up completely and get it moving. Done by @vnitti_art
Got a critical attack animation for Sword Knight. The in-game animation will be quite different timing wise, and I’ll add some camera shake juice. But, with all the Map Transitions and carriages – it’s been a lot going on. So, I’ll plug this in soon.
Most likely significantly slow down the wind up, then BLAM release the dragon and shake the screen. I always have fun keyframing these
Oh. MrTheNoronha is doing these battle sprites. Upcoming animations to finish SwordKnight’s set:
You’ve seen some of the new tiles I’ve been getting, awesome stuff. You’ll be seeing even more since I ordered a lot more – officially should be able to build every level for the demo. There’s some issues wit stylistic consistency, though. Palettes and artist’s drawing styles – trying to clean it up but it’s tough.
The Outdoor tiles are for the most part done by Seliel the Shaper. She is awesome and I asked her about palettes, but she uses 128 colors per tileset with no restricted palette. Yet, I’m working with pixel artists who swear by DB32 and think using any other colors is a sin…
Soooo, trying to balance that out. I think it is what it is for the demo stylistically, but post Kickstarter, I’ll have to be strict. Either we define a palette that’s flexible enough to work with Seliel’s many colors or get restricted… probably the former. If I could, I’d just have Seliel get on board with us. Maybe post-KS, she does do Ko-fi commissions from time to time.
That aside, I say all this because I will do something unwise and share my tiles here: please don’t use them for anything you sell. There’s artists here, and I figure it may be educational or whatever
By the talented Dokitsu. More tiles coming from him plus tons more Gecimen who made the Fort Interior so far.
That’s about it for art. If you’re into seeing early WIPs, I can share one for our upcoming Fort Interior battle background – humble beginnings:
By zaicuch, who made our last beautiful background. Pretty sure he’ll pull off another masterpiece, I have faith lol.
Ok, that’s all folks. Back in a few days, maybe I’ll treat this place like TigSource and only post on Screenshot Saturday lol