The goal is to have a bunch of different playable animals in We Of The Woods.
Each will have different goals and survival mechanics. Can’t get much more different than a giant spider 🙂
The goal is to have a bunch of different playable animals in We Of The Woods.
Each will have different goals and survival mechanics. Can’t get much more different than a giant spider 🙂
It’s quite fun to work on two games at once. It can provide some relief to switch projects when things are a bit busy. A palette cleanser, so to speak. Especially when switching from a VR game like SuperMegaMega.
So I’ve spent some more time working on another team project called We Of The Woods recently. It’s quite a fun project to play with. Procedural generation is one of my favourite things these days and the entire world is generated fresh each time it’s played.
One of the things the game has been lacking is any form of decent AI for the animals populating the world. The main reason being there was no knowledge of the collisions or paths available.
So it’s obvious what had to be done first:
The nav grid is being re-generated whenever the player moves a specified distance. This should let the animals navigate through the colliders easier, giving the appearance of intelligence. Hunting should also feel better if the animals react properly to encountering a wall. Currently they just turn around and run the other direction but don’t consider where the player is coming from.
Now the navigation works it should just be a matter of tweaking some reaction behaviours for each of the animal types. The goal is to make them react convincingly when being chased by a wolf or bear…. 🙂
fun fun!
-Ryan
So once again it’s been far too long since I wrote a devlog… mainly because I haven’t had anything to say! But also because I’ve been very busy on other projects and going to GDC and moving house/office.
Now things have settled down, development can kick back into gear. Super Mega Mega is coming up to a cool point in development. The core of the coding is done and the majority of work now lies in content generation.
I’m currently working on getting a more complete, playable version of the game ready to demo and get feedback on. I might even release this one publicly.
The game has evolved to be an interesting blend of games like MegaMan, Zelda and The Binding of Isaac. I want a highly replay-able, short session experience that works both with and without VR.
Now comes the point where the real game design stuff needs to be sorted… I’m hoping to have a version working well for the upcoming Beer & Pixels event… but I’m not sure I’ll have the time. I really need to get some feedback on this soon! Game design is not my strong suit…..yet! I’m going to have to focus and knuckle down to pull something cool out here. A challenge!
Cheers!
-Ryan
I recorded a video of the build I used at PAX … and here’s a link if you want to try it
So many things are being thrown at other things in attempt to make something that resembles fun and works well with VR.
Thought I needed to make a video of one of those things… shooty shoot and teleport platforming… this has good potential I think. Just need to properly design the levels and enemies and it could be cool! Also need art! >_>
Now to make sure it’s in the form of a playable demo with a few of the other mechanics available.
-Ryan
So Ignite The Skies has been sitting around for a little while and every time I look at it I die a little bit inside. It was built using XNA but was never finished (it’s probably sitting around 90% done)
I’ve been toying with the idea of taking it across to Unity but it always felt like such a shit tonne of work to sift through for no real progress. Recently, I found someone had made a simple XNA Emulator for Unity. This tweaked my interest and I tried a quick test to see how well it would work for ITS. After a little bit of fiddling and fleshing out the stubbed parts a bit, I got the main game loop working in Unity! Well, it worked in a very limited sense. Most of the rendering didn’t work properly and the way it was dealing with resources wasn’t feasible to use long term.