Home Indie Game Citizen Ache | First Particular person Motion Prototype

Citizen Ache | First Particular person Motion Prototype

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Citizen Ache | First Particular person Motion Prototype

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Ordnas


I’ve carried out an NPC and a few key options:

1. NPC Character:
   I launched a non-playable character (NPC) into the sport. This addition serves a number of functions, introducing the potential for added interactions inside the sport, making it extra partaking.

2. Easy AI:
   The AI for the NPC is deliberately stored easy. It primarily includes two predominant capabilities:
   – Navigating from one level to a different inside the sport world.
   – Partaking in fight when mandatory.
   – The simplicity of this AI design streamlines growth whereas nonetheless reaching the specified gameplay parts.

3. Mesh and Animations for the NPC:
   – Initially, I centered on organising the NPC’s mesh and animations. I opted for a mesh design much like that of a soldier enemy for practicality, though it introduced some minor challenges.
   – The NPC wields completely different sword and protect in comparison with the usual soldier enemy, signifying its enhanced energy.
   – I used a moveset an identical to the soldier in the meanwhile, although it would require modification. This modification is crucial to make the NPC a extra formidable opponent, particularly if the participant chooses to have interaction in fight.
   – Implementing evasion maneuvers, akin to dodges, can be on the to-do record.

4. Small Quest Involving the NPC:
   – I launched a mini-quest the place the participant is tasked with rescuing the NPC from a bunch of monsters. As soon as rescued, the NPC proceeds with their quest.
   – I plan to include dialogue or text-based interactions to offer readability in regards to the quest targets and improve the general narrative.

5. Patrol Logic:
   – The NPC is programmed with a patrol logic. It’s going to assault enemies if it detects them inside its neighborhood.
   – The NPC will flip hostile if the participant assaults it excessively.

6. Steady Degree Design Iteration:
   – I’ve been persistently refining the sport’s degree design, making certain that it’s partaking, balanced, and visually interesting.

7. Extra Traps and Enemy Placement:
   – I expanded the gameplay by including new traps, akin to obstacles involving boulders, to create numerous challenges.
   – I strategically positioned enemies inside the sport world to maintain the participant engaged.

« Final Edit: October 22, 2023, 10:37:11 AM by Ordnas »
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Thaumaturge


Fascinating!

So, is that this a creature that the participant can defeat? Or is it merely one thing for them to escape?

(I are likely to assume {that a} creature could be killed, I suppose–but then, you do name it an “environmental hazard”, which means that it could be one thing as a substitute for the participant to work round.)

If it can be killed, then it’s going to be fascinating to see the way it integrates with the remainder of the gameplay, I believe, given how completely different it’s to the opposite enemies. It may work, I daresay.

It does look cool, at any fee. ^_^

Thanks for the feedbacks, they let me know if I’m heading in the right direction  Smiley

It is my pleasure, and I am glad if I have been of assist! ^_^


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Ordnas


Fascinating!

So, is that this a creature that the participant can defeat? Or is it merely one thing for them to escape?

(I are likely to assume {that a} creature could be killed, I suppose–but then, you do name it an “environmental hazard”, which means that it could be one thing as a substitute for the participant to work round.)

If it can be killed, then it’s going to be fascinating to see the way it integrates with the remainder of the gameplay, I believe, given how completely different it’s to the opposite enemies. It may work, I daresay.

It does look cool, at any fee. ^_^

Thanks for the feedbacks, they let me know if I’m heading in the right direction  Smiley

It is my pleasure, and I am glad if I have been of assist! ^_^

You can’t kill it, it’s important to keep away from its assault. I am fascinated with it if it may be killed, but when so it will likely be non-compulsory (since it could defeat the aim of getting an surroundings hazard).


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Ordnas


Over the previous few weeks, I’ve carried out some gameplay mechanics, with a major give attention to the environmental hazard, which I had some enjoyable, because it’s represented by a large monster.

1. Setting Hazard:
– The Setting Hazard is represented by an enormous monster; I adjusted its dimension to make it seem threatening to the participant.
  – This monster serves as a problem to cross a bridge, taking inspiration from Demon Souls by populating the world with quite a few enemies to emphasise that the environmental hazard can have an effect on a broad space.
  – Deciding on the monster’s dimension and place was a bit difficult. I scaled it sufficient to cowl not less than a 3rd of the display screen, creating a way of risk with out making it too giant, which may develop into complicated.
  – The location was additionally a choice level. I selected to place it barely above and at an angle to cowl your entire bridge with its assault. The space is ready in order that its hearth assault seems as a transferring beam, indicating that it is cellular and could be evaded.
  – At the moment, the monster can’t be killed, however I am nonetheless fascinated with it.

2. Setting Hazard Set off Wakes from Afar:
 – I’ve carried out logic that permits the monster to get up solely when the participant will get sufficiently shut.
  – It stays in a dormant state to point that it is not energetic.
  – Upon waking, it emits a roar to sign an impending assault (sound to be added sooner or later).
  – There is a 10-second delay from the second it wakes as much as when it unleashes its hearth assault, giving the participant time to cross the bridge.

3. Fireplace Assault:
 – I have never added the VFX for the assault but as a result of I need to give attention to the logic first to save lots of time.
  – I’ve included a debug pink line to indicate the assault’s space.
  – The assault has a variety from left to proper.
  – It inflicts substantial harm, able to eliminating enemies in a single strike, however not the participant. Nonetheless, it offers a big quantity of injury.

4. Door Lever Logic:
 – I’ve additionally carried out levers that, when activated, open beforehand closed doorways.
  – Moreover, there is a logic for triggering a cinematic that I take advantage of to showcase unlocked doorways which are removed from the participant’s present location.

5. Boulder Entice:
 – The boulder entice triggers when the participant is descending from an incline.
  – To flee the boulder, the participant should run and attain a passage within the wall.
  – I am not fully glad with this entice, and I am contemplating modifying it as there’s a danger of it feeling a bit unfair for the reason that risk comes from behind.

« Final Edit: At the moment at 10:08:47 AM by Ordnas »
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