Roaming Brawler Tech Demo Thread
by Steve Acaster · in Torque 3D Professional · 10/15/2013 (4:11 pm) · 7 replies
So ... Stevie has been having a break from hardcore turn-based strategy and has been thinking of what style of new game to start on next year. As this is sort of work-in-progress that may well never amount to anything, I've decided on running a thread to cover it rather than a load of blogs.
Amongst the many feasible ideas (there's 4 actually - all 3rd person) 2 resolve around a melee system (with Valykria Chronicles style action-tactics procedurally generated RPG being another - but I've already got a demo of that style of gameplay).
One is a massive open world roaming brawler low-tech-cyberpunk/post-apocalypse RPG where you have to complete missions to liberate territories in an open ended "Midwinter 2: Flames of Freedom" style manner.
The other is an ancient Chinese action/stealth open world, mission based brawler, like the above idea but minus the RPG bit and with a heavier accent on randomization and procedural generation.
As I say, these are just ideas I'm going through to decide what next years new game will be.
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First up is a video of a very basic hit detection technique. You might have to go full screen and HD to see the actual visual marker of the debugdraw.drawline.
This differs from my previous Raycast melee resource because instead of faking a raycast attack from the eyenode and forward vector and syncing it to an animation, here the actual attack comes from the animation and the node in the fist as it moves. So far this is all just done in simplistic low level script for testing.
Also seen here is that the movement of the (slightly familiar base character from Airship Dragoon) player is forward/back and rotate left/right from the left thumb stick of a gamepad - with attack being right trigger.
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Update: 16th Oct 2013
Technical demo of a Roaming Brawler RPG vague idea: Part 2
Made a little gamepad GUI so that there is visual feedback to what is being pressed.
Light and heavy attacks, 1 of each.
Light attack is left hand with magenta raycast and is selected by buttonA.
Heavy attack is right hand with red raycast and is selected with buttonB.
The actual attack is activated with right trigger.
Eventually I'd want either a list of each kind to toggle through using the buttons (A and B) or multiple available attacks via positioning of right thumb stick (but I might fancy that for targets to the flanks and rear).
Also creating some sort of warm up and cool down peroids for attacks might be a thing.
Current thinking is to have X as targeting and Y as interact or to toggle through various states such as interact/fight/camera/etc.
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Amongst the many feasible ideas (there's 4 actually - all 3rd person) 2 resolve around a melee system (with Valykria Chronicles style action-tactics procedurally generated RPG being another - but I've already got a demo of that style of gameplay).
One is a massive open world roaming brawler low-tech-cyberpunk/post-apocalypse RPG where you have to complete missions to liberate territories in an open ended "Midwinter 2: Flames of Freedom" style manner.
The other is an ancient Chinese action/stealth open world, mission based brawler, like the above idea but minus the RPG bit and with a heavier accent on randomization and procedural generation.
As I say, these are just ideas I'm going through to decide what next years new game will be.
----------------------------------------------------------
Roaming Brawler Tech Demo 1: Basic Hit Detection
First up is a video of a very basic hit detection technique. You might have to go full screen and HD to see the actual visual marker of the debugdraw.drawline.
This differs from my previous Raycast melee resource because instead of faking a raycast attack from the eyenode and forward vector and syncing it to an animation, here the actual attack comes from the animation and the node in the fist as it moves. So far this is all just done in simplistic low level script for testing.
Also seen here is that the movement of the (slightly familiar base character from Airship Dragoon) player is forward/back and rotate left/right from the left thumb stick of a gamepad - with attack being right trigger.
--------------------------------------------------------
Update: 16th Oct 2013
Roaming Brawler Tech Demo 2: Light And Heavy Attacks - Gamepad Visual Feedback
Technical demo of a Roaming Brawler RPG vague idea: Part 2
Made a little gamepad GUI so that there is visual feedback to what is being pressed.
Light and heavy attacks, 1 of each.
Light attack is left hand with magenta raycast and is selected by buttonA.
Heavy attack is right hand with red raycast and is selected with buttonB.
The actual attack is activated with right trigger.
Eventually I'd want either a list of each kind to toggle through using the buttons (A and B) or multiple available attacks via positioning of right thumb stick (but I might fancy that for targets to the flanks and rear).
Also creating some sort of warm up and cool down peroids for attacks might be a thing.
Current thinking is to have X as targeting and Y as interact or to toggle through various states such as interact/fight/camera/etc.
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About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#2
10/16/2013 (6:51 am)
I second that!
#3
10/16/2013 (10:47 am)
How about a low-tech-cyberpunk/post-apocalypse Chinese action/stealth open world RPG, but light on the RPG aspect; more stats and inventory. Regardless, looking forward to seeing what you do next.
#4
[edit] And it's an ecksbaaawkz gamepad ... which has already seen me shunned by #maxgaming IRC ...
10/16/2013 (2:25 pm)
Updated. New video with light and heavy attacks and various gamepad selections reflected via a gui so you can tell what is happening.[edit] And it's an ecksbaaawkz gamepad ... which has already seen me shunned by #maxgaming IRC ...
#5
10/16/2013 (5:10 pm)
Well done. I am impressed by the new method you have implemented for melee here.
#6
Melee is one of those things that has always been a bit complicated for T3D to do.
There was that cool sword game back around TGE 1.3 days.
10/16/2013 (8:25 pm)
Very nice work Steve.Melee is one of those things that has always been a bit complicated for T3D to do.
There was that cool sword game back around TGE 1.3 days.
#7
10/17/2013 (3:14 am)
yes indeed really nice work Steve
Torque Owner Daniel Buckmaster
T3D Steering Committee