Some test run on a new level

Just made a test run on a level I’ve made recently. Playing with ground-walking bipedal character (xw_char), which is capable of walk, run and jump. Also, there’s a good, smooth camera plugged in, which can be attached to almost everything.

Yes, now we’re able to jump. I’ve decided to make ground characters able to jump. Why not, it’s qute fair in comparison with other characters, which can fly or event teleport (but can’t walk, lol). However jump system needs some fix.

There’s also another interactive actor – the way-pointer (mg_char). Most of the time the player just follows this actor. When the player is too far away it stops moving, and when the player is close – it speeds up (such a hackneyed idea).

Well, let’s look, how it all works all together. However, it turned out to be quite hard to use keyboard instead ot the joystick (okay, gamepad).

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Some test run on a new level

A strange construct in the desert

One of the first levels for the project «A Dream In The Fall». The idea is to find and capture all golems to be able to shove a stuck head. The level mostly consists of platforms and tracks, that connect the platforms. Any other area in the level is a quicksand, which pulls the player down.

The playable character for this level is a walking character (xw_char), which is capable of fast movement and overcoming most of the obstacles. It is also capable of interacting with some interactable objects, placed all over the level, which are used to capture golems.

All golems are initally deactivated, so any golem, except the first, is ought to be interacted in a certain way (well, I think it should be just a touch interaction) to become active.

The graphic component still needs serious improvements: the detail level of world geometry is very poor, especially – the textures, also the sand looks like an old heavily urinated carpet.

A strange construct in the desert

Movement mechanics

Almost the first time doing serious bipedal movement mechanics and animation. Let’s make a first step into the complex character animation (or not). Anyway, here’s the workflow. Honestly, once I’ve been involved in such an affair… And things did not go very well, but that was then. Anyways, now is the first real attempt to create an acceptable bipedal character movement animation and mechanics. First, I’ve made a complete redesign of an old version of movement mechanic, which was a special pawn and was very hard to use. Well, now it looks shiny and new, now this code goes to a new separate mechanism — LBCharacterWalkMovementMechanism, which is now based on LBCharacterMovementMechanism (empty at the moment, lol) and conains all the code, needed for performing pawn movement and blending the animation. It also has all parameters, which are used to regulate pawn’s speed and acceleration.

walk_movement_mechanism

It has the forward speed parameter and a forward speed coefficient to handle forward speed, same to the sidestep (strafe?) speed. Also it has accel rate, which is used to speed the pawn up, when it wants to run. Another important thing here is the angular speed, which is represented by angular speed parameter and an angular speed coefficient, which are used to handle pawn’s rotation. Also it has move direction, which is used to point the desired movement direction. It’s worth noting, that pawn rotation is quite an interesting task itself (later on this). Second, I’ve made several frames of animation for the character, the walker (xw_char). It wasn’t easy, because someone’s left in it’s feet only one bone. Maybe it was even me. Anyways, there are two fairly appropriate animations sequences:

Simple walk animation:

xenowalker_walk_gifxenowalker_walk_gif_side

Simple run animation:

xenowalker_run_gifxenowalker_run_gif_side

Other intermediate and supportive animations are quite crappy to be shown here. It should be noted that I used the walk and run cycle tutorials by Richard Williams as a reference (found all over the internet) for my walk and run animations. As a result, we’ve got the following animtree:

Where BlendByAngSpeed node does blending between middle, left and right turn sequences and BlendByFwdSpeed node does blending between walk and run sequences. Also, while blending between walk and run is quite a simple task, but blending between rotations seems to be more complex. Using unique animation sequences turned out be the best way to solve this problem, others, like using direct bone rotations may cause weired effects in my animtree during blending between states, for example. Finally, we’ve got the result, let’s see how does it look all together:

Walk and run animations in game:

Turn and turn in place animations in game:

However, complex tests reveal some flaws, like minor body jerking and leg rattling, also there’s still no jump and sidestep implementation. And ofcourse, the camera is terrible, but controlling with joystick (gamepad) partially solves the problem. Nevertheless, in general it looks not too bad.

Movement mechanics

The Lost Head gameplay test

A gameplay test of a game prototype. The player takes control over the lost head, which is detached from the escaping body. The player should be able to solve some problems to bring things back to their places.

The level contains: player-controlled character (The Head) and the non-player-controlled character (The Body), pre-set cameras, location triggers and linked scripted events.

The Lost Head gameplay test

To the shore

Finally it’s time to make the other part – the shore. Sea cliffs and sandy shores is quite a good setting for the adventure level. So, some cliffs were made of stonde and mud:

This cliffs still need a better detail, especially – good texturing. But well, from distance they look quite nice. Considering that the main action takes place in the water, we won’t always see them close. This is how it looks all together.

To the shore

«The Cave» level, step two

The second step of designing the level. At first, some smaller rocks were added. They don’t look nice in themselves:

But a propper texture, a nice illumination and a suitable environment made them look pretty good, at least for now. Then, some foliage was added to the level. They are some ivy branches, which I’ve made recently:

This foliage doesn’t look good too, especially the leaves, but I think it’s okay for now. Finally, these simple things made the level look live. But water is still no good – I think I’ll just use one of my old shaders to keep the haemorhoid away. On the next step, gameplay elements are going to be added.

How it looks all together:

And the perspective:

«The Cave» level, step two