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WeaponStateController SS

Not much in the way of screenshots for today's log, but better than nothing. Today's log is pretty heavy on code talk and may be too technical for most, the tl:dr version is that the new swing engine is coming along very well, and it's going to be fantastically open to modding. You can read the details after the break.

Today I kept working away at implementing the new swing engine. It's really coming along. So far it has pretty much been the design and implementation of the underlying architecture for the code. A big point for us is to make the game highly modable, and we think using the free version of unity as the game's mod tool's package is the way to go. For swing engine to work with that all the defining features of a weapon really need to be contained within that weapons object; this is complicated as mentioned before, we want to maximise modding potential. The solution we're trying here is to produce a few standard issue, but highly flexible scripts that will work over a very wide range of weapons (with the correct values set).

I can't go into too much detail on the functionality because:

  • 80% or so is still theoretical
  • The rest is the first version and may change radically over the next few weeks
  • It is currently past 5am and I am meant to be bringing my sleep back under control...

Anyway, those of you familiar with Unity may be able to get some idea of what the final product will be like from the screenshots above and below. The top one is located on the main character object, and the one below is the root of the cavalry sword (the melee weapon I'm developing with).

Cavalry Sword Scripts

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Hunter's Moon

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AI Testbed

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Foamy's Blog

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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
        Made players collide again

    Get it here: Combat Testbed