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Author Topic: #1GAM January - Decompressionator  (Read 2276 times)

Lane

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#1GAM January - Decompressionator
« on: January 02, 2015, 04:26:32 PM »
Initial Day One gameplay mockup GIF


Inspirations
| Commander Keen
| Spaceman Spiff (Calvin & Hobbes)
| Tron
| Planetary Annihilation
| Heavy Bullets

Goals
| Allow as much raw destruction as possible to enemies and environments
| Flat colors, emissive material effects
| Some puzzles
| Challenging gameplay due to lack of ammunition
| Ominous badguys
| Fun with physics
| Short story

coffeeANDsoda

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Re: #1GAM January - Decompressionator
« Reply #1 on: January 02, 2015, 05:29:29 PM »
Kind of reminds me of rez and that rail gun shooter minigame in yakuza 4.

Lane

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Re: #1GAM January - Decompressionator
« Reply #2 on: January 04, 2015, 12:55:15 AM »
Download Build 003








Controls:
Left Mouse Button : Fire Translaserfier
Middle Mouse Button : Use Smashnetic Gun (point at an enemy chunk and hold MMB)
Right Mouse Button : Activate Vacuumtor (Hold down and aim at white blocks +ammo)

Wreck the enemy!




« Last Edit: January 08, 2015, 09:27:34 AM by Lane »

Alex Chouls

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Re: #1GAM January - Decompressionator
« Reply #3 on: January 04, 2015, 12:31:32 PM »
Those game mechanics look super fun!

coffeeANDsoda

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Re: #1GAM January - Decompressionator
« Reply #4 on: January 04, 2015, 02:05:44 PM »
Did you make multiple meshes of the same object model when you added the damage animations? Or was there some coding involved?

Lane

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Re: #1GAM January - Decompressionator
« Reply #5 on: January 04, 2015, 02:19:50 PM »
I'm using Fracture Pro.

Here's how it basically works..

Fracture has its own collision system that you can use with bullets and regular collisions to figure out when it should shatter the object but I ended up making my own collision system in Playmaker so that it was easier to contain and control. I basically tell the Box to check any collision that occurs on the layers that are allowed to hurt it and see what the magnitude was, then subtract that from a total of endurance the box has and eventually it will drop below zero and I send the generic TriggerDestruction() event for it and it breaks the box into bits. The lasers just subtract from the Health variable and will kill the box the same way if it runs out of Health. Had to make 2 actions for this, one to get the Sqr Magnitude of the vector and one to fire the TriggerDestruction() method on the Fracture script.

The downside to using it is that I don't see a way to pool this solution since the Fracture system destroys the host object, but other than that it seems to work and perform pretty good. Too bad it only works on Boxes - thats a huge drawback to it.

coffeeANDsoda

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Re: #1GAM January - Decompressionator
« Reply #6 on: January 04, 2015, 02:23:28 PM »
If I ended up adding damage effects to a game, would it be better to go with a method like some of the earlier playmaker tutorials? If I'm not mistaken, just make a few altered objects and somehow add them to a parented object with the main FSM that object has attached? I'm looking for free alternatives to similar mesh modifying systems, that's why I ask.

Lane

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Re: #1GAM January - Decompressionator
« Reply #7 on: January 04, 2015, 02:40:45 PM »
Not sure, give it a try and if it works then keep it.

coffeeANDsoda

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Re: #1GAM January - Decompressionator
« Reply #8 on: January 04, 2015, 05:37:03 PM »
On the game that I am currently working on, I have boxes and thought about giving the player the option to push them into other objects to break.

rik

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Re: #1GAM January - Decompressionator
« Reply #9 on: January 08, 2015, 09:23:29 AM »
give new link it was not working any more

Lane

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Re: #1GAM January - Decompressionator
« Reply #10 on: January 08, 2015, 09:28:13 AM »
All better! Dropbox doesn't like links with the https://....

Lane

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Re: #1GAM January - Decompressionator
« Reply #11 on: January 14, 2015, 07:51:33 PM »
Download Build 005

A couple of levels, still buggy, second level is like a big area but the AI is pretty stupid with all of the debris.

Lane

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Re: #1GAM January - Decompressionator
« Reply #12 on: January 15, 2015, 04:38:51 PM »
Fixed a bug with the 2nd level not opening the exit after you kill everything. Same Download link in the previous post.