Game Development Community

dev|Pro Game Development Curriculum

Survival Strike - Damage states with behaviors + Katana

by Jules · 09/27/2012 (8:00 am) · 6 comments

I'm currently working on gameplay items that can be damaged or blown up with behaviors (or if you a in the UK - behaviours). Each behavior is based on the weapon type used. These can also trigger events, such as; releasing AI players, spawing items or traps. As shown in the video below, none of the other weapons will damage the pyramid entrance; except for a mine attached to the wall and blown up with a weapon (bullet based) projectile.



The next step is to add further generic and animated damage debris with effects based on the weapon type used. Impact visuals, such as dirt spray/dust/smoke or fire.

Also being worked on in more detail is a Katana Sword, which can also be replaced with a Lead Pipe or Baseball bat. Although I'm trying to figure out how to display the sword before it is taken from the players back, as it currently shows at the point of reaching - a rejig of weapon state is needed. Here's a video of it in action. Artwork by Adam deGrandis.


Next dev update soon, with a massive machine gun - if I can get the pivot working :)

#2
09/27/2012 (1:06 pm)
Looking nice in both videos! I like how the katana attack looks.
#3
09/27/2012 (4:13 pm)
The mine attack is great. Is that the stock 1.2 mine? I had no idea those would stick to walls!
#4
09/27/2012 (5:37 pm)
@Kory & @D Fasel - Thanks!


@Daniel B - thanks.. yeah, they stick to pretty much anything - even the vehicles - not tried attaching to a player though. I plan on replacing some of the stock stuff eventually if required, as I'm sure there will be plenty of clone games with stock Torque 3D artwork before long - good for prototyping though, and replace later.
#5
09/30/2012 (10:31 am)
good stuff man. It looks like you don't have a blended animation for the Katana attack and walk/run. I love the explodable wall by damage type. cool idea.
#6
09/30/2012 (12:35 pm)
Hey Greg! Thanks - yeah, they were created in script with a melee raycast which kinda pre-dates T3D, but will be streamlined into the players animations to fall in line with the updated methods.

On the wall, I figured that it made sense to do this, instead of any weapon taking out the wall with a single hit. On the plus side, it gives me the ability to specify which items work on specific doors based on their type such as Vaults/Safes, wood/metal/stone doors and other objects and what weapon creates the most damage.