Nemox Posted October 4, 2014 Author Report Share Posted October 4, 2014 does basic actions include automatic camera and exclusion of mouse from control scheme? Oh right, the camera! Knew I was forgetting something. That'll be a separate system. Link to comment Share on other sites More sharing options...
Miru Posted October 15, 2014 Report Share Posted October 15, 2014 Recently, I was working on modifying Chishado's Lost World to make it more compatible with the proposed engine. It turns out the "water" is entirely seperate from the two pieces of main level, and thus the "water" shall leave in favor of a true fluid volume. Expect my first project with the engine to be a "Best of BlitzSonic" compilation of ported and revised stages, including Chishado's stages, OzCrash's stages, and maybe more. I am also making a brand-new level, Enslaved Planet. Link to comment Share on other sites More sharing options...
Nemox Posted October 15, 2014 Author Report Share Posted October 15, 2014 Water is pretty easy to manage with my system, albeit the visuals are lacking since I don't have Pro yet. All you have to do to create a volume of water is attach the FluidVolume script, add a trigger collider, and put the object on the Water layer. I still need to work more on water physics, but what I have now is functional enough. Characters currently work based on the default rigidbody water physics I've scripted, and it has some bothersome limitations. It would really be nice if I could open up the rigidbody class and tinker with it, but Unity isn't open-source. Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted October 15, 2014 Report Share Posted October 15, 2014 This is made in Unity correct? Question, from the looks of your videos this plays very similarly to the Boost Era games. How easily would it be to tweak this to play closer to the Adventure games? Are we talking full out coding or just editing values? Link to comment Share on other sites More sharing options...
Nemox Posted October 15, 2014 Author Report Share Posted October 15, 2014 This is made in Unity correct? Question, from the looks of your videos this plays very similarly to the Boost Era games. How easily would it be to tweak this to play closer to the Adventure games? Are we talking full out coding or just editing values? It'll be as easy as tweaking values. I'll even include a way to do so in the first tech demo. I've managed to recreate a feeling similar to Generations, Unleashed, Adventure, and even Shadow and '06. Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted October 16, 2014 Report Share Posted October 16, 2014 Cool. So in this tech demo, is it editable? Or will it be an executable, with built-in variable editing? When should we be expecting to see it. Link to comment Share on other sites More sharing options...
Azookara Posted October 16, 2014 Report Share Posted October 16, 2014 It'll be as easy as tweaking values. I'll even include a way to do so in the first tech demo. I've managed to recreate a feeling similar to Generations, Unleashed, Adventure, and even Shadow and '06. Can you make a video of this? I'd love to see how it's shaping up. Link to comment Share on other sites More sharing options...
Nemox Posted October 16, 2014 Author Report Share Posted October 16, 2014 I'll make stat editing a part of the demo menu. It's one of the last things on my mind since it's so minor. But yeah, I could do a video with some variable physics demonstrations. Maybe I'll get Espio or something to demonstrate the traction system. 2 Link to comment Share on other sites More sharing options...
Azookara Posted October 17, 2014 Report Share Posted October 17, 2014 So a demo is imminent? Pretty excited. 8J Link to comment Share on other sites More sharing options...
Nemox Posted October 17, 2014 Author Report Share Posted October 17, 2014 Kind of. In terms of what's left to be worked on, there's not too huge an amount left. I've just got a lot going on with school and other projects. One project involving a fursuit which I have about a week to finish. Possibly a second one after that (though that one would take much less time). Could end up getting me some income, and thus more time for programming. Better to get the hard stuff done first, ne? I'll definitely try to get a tech demo out before the holidays. Link to comment Share on other sites More sharing options...
Miru Posted October 17, 2014 Report Share Posted October 17, 2014 It'll be as easy as tweaking values. I'll even include a way to do so in the first tech demo. I've managed to recreate a feeling similar to Generations, Unleashed, Adventure, and even Shadow and '06. So something along the lines of the ISM system from Street Fighter Alpha? Will you include Lost World and RoL systems as well? Link to comment Share on other sites More sharing options...
Nemox Posted October 18, 2014 Author Report Share Posted October 18, 2014 So something along the lines of the ISM system from Street Fighter Alpha? Will you include Lost World and RoL systems as well? Dunno anything about Street Fighter, nor what RoL stands for. A gravity system like Lost World is already mostly functional though. I suppose eventually I could expand on it, but it's good for now. Link to comment Share on other sites More sharing options...
Light The Hedgehog Posted October 18, 2014 Report Share Posted October 18, 2014 RoL is Rise Of Lyric: Sonic Boom. But if this can make adventure gameplay, I'm sure it can reproduce that as well. 1 Link to comment Share on other sites More sharing options...
Nemox Posted November 1, 2014 Author Report Share Posted November 1, 2014 Bit of an update. I've finished all I care to of that fursuit project I mentioned, and probably won't be doing any more work on it for a while. After I catch up on some homework I can get back to work on the game. 1 Link to comment Share on other sites More sharing options...
Miru Posted November 17, 2014 Report Share Posted November 17, 2014 Can we get another video in, please? Link to comment Share on other sites More sharing options...
Nemox Posted November 17, 2014 Author Report Share Posted November 17, 2014 (edited) I'll try to get something together soon. I've been swamped with homework, trying to catch up in a couple of classes. Between language barriers, confusing online classrooms, and getting dropped from classes during important information days because the system didn't recognize me, I've had a tough time with classes. Thankfully I've finished my big programming project, and hopefully it'll help me catch up in the class. It's rather pitiful. I should be getting an A+ in the class given my actual knowledge, but now I'm struggling just to pass. What a mess. Apart from that, I've only got one more big project for the semester: A flash game. I'm making a Final Fantasy battle with Tactics sprites. Should be easy enough. I'll share it with you all when it's done. After I'm all caught up though, I'm going to start developing a game I can actually make some money on. Since it'll use all the same programming as this Sonic project, I'll be kicking this project into overdrive. I am curious though. My friend and I were thinking of doing something voxel-based for our original game. What do you folks think about voxel levels and/or gameplay for Sonic? Note, I'm referring to the smoothed type of voxels, not Minecraft cubes. EDIT: Just looked up some information about smoothed voxels. Looks like that idea won't be happening for a really long time. Still though, it's an interesting idea to ponder. Edited November 17, 2014 by Nemox 1 Link to comment Share on other sites More sharing options...
Miru Posted December 14, 2014 Report Share Posted December 14, 2014 (edited) Even though I'm having issues with Unity, I'm still planning my game out. However, my original games are starting to take priority in planning. Edited December 14, 2014 by Miru Link to comment Share on other sites More sharing options...
Miru Posted December 26, 2014 Report Share Posted December 26, 2014 You said you'd have a tech demo by the holidays. I'm still waiting for it. I really want to see more progress. Have you finished that FFT game? Link to comment Share on other sites More sharing options...
Nemox Posted December 26, 2014 Author Report Share Posted December 26, 2014 (edited) Sadly I haven't even had time to finish the FF game. I got the absolute bare minimum (character selection) done, and then was stuck with other projects. And I thought the winter break would be some time away from the chaos of responsibilities, but I've still had my hands full dealing with family and a slow-as-Silver financial aid office (which still hasn't processed my loan for the previous semester). I'm only just now getting some time to myself to work on it. In positive news, I've now got a 360 Afterglow controller to test with. I can actually feel what the controls are really like for once! I've also decided to spend a couple days educating myself on overall game structure, as there are a few things here and there impeding my progress. As such, I've downloaded the source code to a private WoW server emulator, and I'm going to read through it. Should be enlightening. UPDATE: Holy shit, it HAS been enlightening. I now fully understand how to implement a good action system. Only massive hurdle I can forsee at this point is networking, but I'll worry about that once the single-player alpha demo is done. Edited January 1, 2015 by Nemox 1 Link to comment Share on other sites More sharing options...
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