cats, man, how do they work?
trying to figure out how to make a viewmodel for your front paws in the game.
#projectargh #gamedev #godotengine #imsim #youareacat
yesterday evening i took a break from the code to start learning about godot 4's lighting options.
heres the scene (a) with the placeholder dev lighting, and (b) lit simply by downlights, with shadows on and VoxelGI for bounce lighting (notice, for example, under the bridge on the right, how the bounce lighting softens the shadowed area).
looks promising!
#projectargh #gamedev #imsim #godotengine
the turret can now lead its aim to compensate for gravity and target velocity! and it will automatically fire if the target is on approach to come too close.
so i made it target this mug and played catch with it! whos a good turret?
#projectargh #gamedev #imsim #godotengine
heres a short clip of the turret opening a door with its projectile:
#projectargh #gamedev #imsim #godotengine
getting my water-spraying targets to calculate the right trajectory to the hit the target yellow crosshairs, at (a) low velocity, and (b) high velocity.
turns out its a lot of fun to control a turret that can successfully lob a relatively slow projectile to hit a point! i was getting it to hit enemies on the head, knock plugs out of sockets, trigger automatic doors, and tip over stray coffee mugs.
#projectargh #gamedev #imsim #godotengine
so i am using render-to-texture to draw the scene from the turret's point of view, and sampling that texture in the particles to see if they are occluded or not.
however you can easily see in the rtt preview that there is a misalignment: the particle positions do not match up very well with the positions i am sampling in the rtt texture; there is a spherical distortion i have yet to fix.
(2/2)
#projectargh #gamedev #imsim #godotengine
turrets now project a holographic targeting system onto the world; this will communicate their attack range as well as show some feedback as to how aware they are of you when youre just outside of attack range.
this test made it clear that i would need the hologram to be occluded by the wall, so it would not imply you were visible to the turret while hiding behind the wall.
(1/2)
#projectargh #gamedev #imsim #godotengine
never really figured out the skeleton transform and quaternion problems, but managed to work around them.
here are four turrets all aiming at a poor coffee mug.
(in case you were worried, the mug is in no danger. for one thing, i havent written the code to make the turrets shoot yet. for another, they will actually only shoot water)
#projectargh #gamedev #imsim #godotengine
Ich hab mich schon lange nicht gemeldet. Ich sitze noch immer an der KI und dem grundlegenden System. Meine Test-Ratte hat mittlerweile ein Gedächtnis und kann sich bspw an Futter erinnern, wenn sie Hunger hat und dort hinlaufen und essen :). So weit, so gut.
Ich lege Wert auf "Emergent Gameplay", auch bei der KI. Daher kommt eine Lösung über State Machines etc für mich nicht in Frage. Weil ich dann die States und ggf. Transitions ausdefinieren muss. Denke ich da falsch?
#GameDesign wise, what do you think, should enemies be able to crit the player? If so, should it be random or only if they hit the players head?
This question emerged some days ago, while we worked on our #ImSim.
Ein kleines Update: Meine Test-Ratte kann nun angreifen und sucht sich Essen :3. Initial werden Listen aufgebaut, welche sich füllen, sobald die Ratte etwas sieht. Wenn die Ratte hunger bekommt, sucht sie in der Futter-Liste nach dem Gegenstand, der am dichtesten dran ist und geht dort hin um es zu essen. Ist die Ratte satt, geht sie auf die Jagd und sucht sich in einer anderen Liste das dichteste Ziel.
So weit, so simpel.
#godot #Godot4 #imsim #immersive #csharp #gamedesign
Ich bin gerade dabei, ein Bedürfnis System für das ImSim Projekt zu implementieren. Bisher ist Hunger ein Bedürfnis, sowie Sicherheit. Meine Test-Ratte soll später entscheiden, ob es sicher genug ist, das Stück Käse zu futtern.
Ich muss mal gucken, wie sich Ratten so in echt verhalten. Würden sie eher direkt zu einem Menschen laufen und versuchen ihn zu beißen oder eher scheu weglaufen? :D
#godot #Godot4 #imsim #german #gameai #csharp
@DominikDammer Ich hoffe mal, das klappt so. Es ist wirklich noch früh in der Entwicklungsphase, aber ein paar Mechaniken wurden schon implementiert. Fire Propagation, unterschiedliche Hurtboxen (Kopftreffer = Crit), Brot hat 3 Stufen (gebacken und verbrannt), unterschiedliche Projektile haben unterschiedliche Effekte etc. Es wäre auch möglich, das Feuer mit dem Froststab wieder zu löschen :). Die Ratte kam gestern spontan dazu.
#gamedev #imsim #Godot4 #german
More System Shock 2 in 20 minutes! #livestream #letsplay #horror #imsim
#livestream #letsplay #horror #imsim
The guys at @FulqrumPub handed me some Hyperviolent. And it might just be the System Shock fix many people crave for. / Los chicos de Fulqrum me han pasado el Hyperviolent para darle un repaso. Y puede ser la ración de System Shock que mucha gente busca! #imsim #indiegame https://www.youtube.com/watch?v=YfKdA7ylWhw
More System Shock 2 in 30 minutes on https://twitch.tv/ratkingslair! We'll have a look at the Hydroponics Deck and try to clean the elevator shaft. Any #cleaningtips? #livestream #letsplay #imsim
#cleaningtips #livestream #letsplay #imsim
Peripeteia ‘s lovely Marie fan art. #fanart #Peripeteia #imsim #fps #boomershooter #pixelart
#pixelart #boomershooter #fps #imsim #Peripeteia #fanart
@FreiGuy86 💯 My fav From game is #Bloodborne but (and like #Sekiro too obv) a valid criticism is that the styles of play are much more tightly defined, whereas #EldenRing is so much more freeform it almost feels like an #ImSim at times!
#bloodborne #sekiro #EldenRing #imsim