Ambiera ForumDiscussions, Help and Support. |
|
| [ 1 2 ] Page 2 of 2 |
|
|||||
|
Kept you waiting, huh? Anyway, what is it, Monks? |
||||
|
Yeah, for a while, I'm interested in what you're working on, mate? Also, I kinda wanna collab with you on a project? What do you say? |
||||
|
Regarding the progress, it's complicated. I did succeed at making collision work properly, by storing the collider data (position and scale) in structure data, and, when the game loads a chunk of the environment, it also places all the colliders. That's the best part of the entire thing. The worst part, however, is that, after some additions and edits to my code, the game just kind of broke. Weird invisible walls everywhere was bad, but the random game crashing was even worse. This led me to conclude that I will have to rewrite a large portion of my game - its core. Thing is, the core of the game (I've been calling it "game handler") was very important, since it would handle enemy waves, structure spawning and a lot of other stuff. But it was initially created back in September of 2023, so, a lot has changed since then, and the code was not intended for a lot of features. Due to that, it was filled with band-aid solutions, making it less understandable and hard to work with. So, almost a month ago (at the end of May) I've started the "renovation" of my game. The only few things I've kept is my "almost JSON" loader, .obj loader, resources (models, sounds, etc.), maybe some other small things. The rest had to be rewritten. Thus, I will now have to remake a lot of scripts. Currently, I'm missing some inventory-related stuff (item dragging, picking up and dropping items), some enemy-related stuff (spawning of different enemies according to their "threat level", item drops), and skill upgrades. Still, I did make some significant changes after that. Most notably: - enemies and decals are now part of game's assets, meaning you can make custom enemies and decals for your own content packs; - item system is now much more universal, allowing to make a bit more unique stuff. I did a recording of game's current version, but it's not much, really. Here's the link: https://youtu.be/Fx3_I34nXhM. Now, regarding the collaboration... I doubt I can manage that right now. Not just because I have my own game in the oven, but also because I have a sort of job for summer, so, I am quite busy right now. Besides that, I'm not really a 'team person', and prefer to work alone if possible. Still, the idea looks interesting. I'll think about it, but, for now, I cannot really accept this invitation, for the reasons stated before. |
||||
|
I'm sorry for the game crashing etc. Oh no worries about the collar, I understand you have an issue to deal with. Good luck bro |
||||
|
* collab |
||||
|
Here's the link to your enemy AI i spoke of some time ago https://drive.google.com/file/d/... |
||||
|
To dekon |
||||
|
Well, looking at it right now I can definetly say that it is, indeed, a bit proprietary. Still, I think it is rather possible to take apart, adjust some stuff to your own liking. Using coppercube variables for some stuff might've made it a bit user-friendly. Although I will also say that I have no memory on how exactly the pathfinder works. As far as I remember, I had folders with nodes, which were used for navigation. But, because this system will check for collision every time it tries to find a path (rather than having all of this data prepared), it might be bad for performance. I have a sort of modified version of this pathfinder, used in my current project, but it is even more proprietary, because it uses global variables and other stuff that not every project has. |
||||
|
Oh I see |
||||
| [ 1 2 ] Page 2 of 2 |
|
|