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See it here: Status

I am really bad at keeping the blog up to date, and my plans have to change fairly frequently due to personal, professional, resource, and industry situation changes. This page is an attempt to have something that is quick enough to update that I am able to do it regularly. It also has very little information, so I don't have to worry about my confidence in prediction, or sharing things that are not ready. Every project that has been started will have an entry here that clearly states my current assessment of its status.

I think it's about time to talk about some longer term plans again. I've posted a bit about the current work on the ranged weapon interaction system, and also a bit on the HoO collaboration, but it's been a while since I said anything relating to our primary game ambitions.

We have some new plans, but it's nothing drastic. The previous plan was to develop Hunter's Moon (the werewolves) and then using all the tech it used to build a general purpose combat simulator (GPCS, as yet unnamed). That plan heavily depended on having a year or so of solid full time development; probably funded through a kickstarter.

With the musket and pistol kindly provided by the hearts of oak team all attention now focuses on the ranged weapon interaction system!

I am super excited about this, and I think everyone will love what I've come up with.

Time-scales are fuzzy, but hopefully not as long as it took to put the AI in place last year.

This is a big announcement that should have been made a while ago, but now that the AI is implemented on the combat testbed it can't wait.

A few months ago I approached the lead developers for the Hearts of Oak project with a proposal for collaboration. Basically to provide our combat engine to them in return for publicity, assets, and the joy of contributing to such an important piece of work.

A summary of the agreement is as follows:

 

Big update with the addition of an AI bot to play against in single player! This is the first pass on the combat AI, a very important milestone.

Full changelog:

1.3 - 2015-01-03
Added an AI bot for single player
    Added as a variety of the orange arena, in addition to empty, and one with training props as before
Cosmetic improvements
    Added body tilt/lean during turning
Fixes
    Made players collide again

Get it here: Combat Testbed

New update with some improvements to the experience, something new to do in single player, and a small fix.

Full changelog:

1.2 - 2014-09-11
Fixed hand poser not activating
Improved IK targeting behaviour
Added a randomly attacking floating sword to single player mode so that blocks can be practiced in a limited way
Removed ragdoll dummy and block cross from server mode to differentiate it from single player, previously they only disappeared when someone else joined

Get it here: Combat Testbed

The first update to the Combat Testbed should add the minor new feature of basic functionality, full changelog below:

Changelog:

1.1 - 2014-09-10
Upgraded FinalIK system to 0.4
    Should lead to higher performance, reliability, etc.
    Does not fix occasional IK failure to start on scene load
Fixed end game sound notification logic
Allowed single player games to function with no internet access
Added support for multiple servers with custom names

Get it here: Combat Testbed

Playable combat! Hit your friends with swords! Die! Walk into walls! Jump over things! Stare at the floor! Even stare into space!

Get it here: Combat Testbed

The guns are almost in place, at least in a basic sense. Fixed a couple issues with swing engine. Progressing steadily although slowly, this is mainly due to moving house on Monday, lots of paperwork and other things.

Progress has been rapid the last few days; I have essentially moved away from the swing engine now, just a few fixes for later if possible left. Now the job is to implement basic ranged weapon support and integrate that with the current weapon control system. That should be pretty easy, there's not a lot to it, and what there is is mostly done. I have some great ideas for reloading but those are going to wait, this is just aiming and shooting.

First video! I got the rotation issue wrapped up today and decided it was time to put up a moving demonstration. Still a lot of work to do on the complex gestures though but the difficult bits are all done now.

My final thesis mark was released yesterday, and I am taking that as a sign I can publish it online. There's a few issues with it, many typos, a mislabelled chart or two, but nothing critical as far as I am aware. It's 20k words so I doubt many will read it completely, but you may still find value. Anyway, here it is, I'm happy with it, the markers were very happy with it, I hope you enjoy:

Made a breakthrough on the rotation issue from before, a complete solution in theory. I got it prototyped and tested, and all looks good. Integration with the main script hasn't gone particularly smoothly though, a lot of new factors and complications here. Still, progress. I have to go back home again tomorrow, so it'll be late this week before I can get back to work. Things are going well.

The complex gesture system is coming along reasonably well; it's quite a big system and it needs a solid foundation so it's taking longer than hoped. I have position movements working beautifully today, only thing left is to sort out the rotation as the sword swings. This is a complex problem due to the variety of movements, means not much can be brought over from the simple gestures. I don't have a solution yet, but I've certainly eliminated a lot of possibilities today! Hopefully I can crack it tomorrow, once I do it wont take long before I put up a video.

I started implementing complex mouse attack gestures today. I've not come up with a good way of describing the system that makes it sound pleasant with just text, so hopefully I'll get a video or something up soon. It feels great already, but there's still going to be a lot of tuning. At this rate the first character control demo isn't far away.

Hunter's Moon

For details and all the latest news on Hunter's Moon development:

See Here.

AI Testbed

For details and all the latest news on Foamy's AI Testbed development:

See Here.

GOM News

For all the latest news on the studio.

See here.

Foamy's Blog

To see recent news from Foamy, the lead developer for Hunter's Moon and the AI Testbed.

See Here.

Latest News

  • New quick status page

    See it here: Status

    I am really bad at keeping the blog up to date, and my plans have to change fairly frequently due to personal, professional, resource, and industry situation changes. This page is an attempt to have something that is quick enough to update that I am able to do it regularly. It also has very little information, so I don't have to worry about my confidence in prediction, or sharing things that are not ready. Every project that has been started will have an entry here that clearly states my current assessment of its status.

    {jcomments on}

     
  • New plans

    I think it's about time to talk about some longer term plans again. I've posted a bit about the current work on the ranged weapon interaction system, and also a bit on the HoO collaboration, but it's been a while since I said anything relating to our primary game ambitions.

    We have some new plans, but it's nothing drastic. The previous plan was to develop Hunter's Moon (the werewolves) and then using all the tech it used to build a general purpose combat simulator (GPCS, as yet unnamed). That plan heavily depended on having a year or so of solid full time development; probably funded through a kickstarter.

    Read more ...  
  • A sign of things to come

    With the musket and pistol kindly provided by the hearts of oak team all attention now focuses on the ranged weapon interaction system!

    I am super excited about this, and I think everyone will love what I've come up with.

    Time-scales are fuzzy, but hopefully not as long as it took to put the AI in place last year.

     
  • Colaboration with the Hearts of Oak team

    This is a big announcement that should have been made a while ago, but now that the AI is implemented on the combat testbed it can't wait.

    A few months ago I approached the lead developers for the Hearts of Oak project with a proposal for collaboration. Basically to provide our combat engine to them in return for publicity, assets, and the joy of contributing to such an important piece of work.

    A summary of the agreement is as follows:

     

    Read more ...  
  • Combat Testbed Updated to 1.3

    Big update with the addition of an AI bot to play against in single player! This is the first pass on the combat AI, a very important milestone.

    Full changelog:

    1.3 - 2015-01-03
    Added an AI bot for single player
        Added as a variety of the orange arena, in addition to empty, and one with training props as before
    Cosmetic improvements
        Added body tilt/lean during turning
    Fixes
        Made players collide again

    Get it here: Combat Testbed