sgthale - Family Time Development Part 14 - Mama Uppies and Snowball Fights!
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About This Title
Video shows the summary, text shows the technical!
These features are part of November 19th Episode 4 release!
This week:
Mama Uppies
Snowball Fights
Mama Uppies
This feature is pretty self explanatory, if the Wolf Mama is nearby another pup, she will pick her up and hold her until you grab her from her hands. This serves no purpose other than to just be cute. Though I imagine there may be a time where you want her to hold on to 1 particular pup while you do something.
This was actually somewhat challenging to setup because I had to modify my animation pipeline to animate two rigs at the same time and sync them. There were many technical issues such as ensuring both are animated and that they exported at the same scale. I will definitely be adding more random idle animations while carrying the pups.
Snowball Fights
Well yes there are snowball fights now but adding this feature first prompted a whole load of necessary implementations to get to that point.
Firstly I needed to implement Winter, which is very very cool. Every item/character leaves behind a snow trail. When it snows, it covers your buildings in snow and you have to shovel it off the roof otherwise it remains slippery. This is the same for all building props exposed to the snow. For seasons I also modified the colors, prop colors, and added season-specific gameplay features. They add a high degree of dynamic gameplay because:
Spring: no longer rains
Summer: moist and rainy
Fall: some trees/bushes die off (temporarily until Spring comes back)
Winter: ALL trees/bushes die off (though you can plant and grow new ones during Winter).
I felt like this added a lot of fun surprises to the food mechanics because you now have to plan for Winter. I will be adding season-specific mobs.
Seasons also prompted for me to finish my fancy custom light rendering system because I needed to handle seasons in the night. So yes you can now place torches which emit a point light throughout the map. This system is very cool and I was working on it for several weeks. It supports thousands of lights all emitting sharp shadows on surfaces and the terrain. They are shadow approximations so it won't support shadows for complex silhouettes but it's super super fast and cool (still have above 350fps).
The lighting system opens up tons of doors for gameplay so I'll keep the light-gameplay features steady. But boy do I have ideas.
Okay so finally I got snowball fights in. It's quite easy to trigger and still WIP. I need to add more pup voices during snow combat. You can of course command them to attack 1 particular poor boar or animal, which will knock them out. If you don't throw enough snowballs at them they will chase and attack you instead.
Stay tuned!
Video shows the summary, text shows the technical!
These features are part of November 19th Episode 4 release!
This week:
Mama Uppies
Snowball Fights
Mama Uppies
This feature is pretty self explanatory, if the Wolf Mama is nearby another pup, she will pick her up and hold her until you grab her from her hands. This serves no purpose other than to just be cute. Though I imagine there may be a time where you want her to hold on to 1 particular pup while you do something.
This was actually somewhat challenging to setup because I had to modify my animation pipeline to animate two rigs at the same time and sync them. There were many technical issues such as ensuring both are animated and that they exported at the same scale. I will definitely be adding more random idle animations while carrying the pups.
Snowball Fights
Well yes there are snowball fights now but adding this feature first prompted a whole load of necessary implementations to get to that point.
Firstly I needed to implement Winter, which is very very cool. Every item/character leaves behind a snow trail. When it snows, it covers your buildings in snow and you have to shovel it off the roof otherwise it remains slippery. This is the same for all building props exposed to the snow. For seasons I also modified the colors, prop colors, and added season-specific gameplay features. They add a high degree of dynamic gameplay because:
Spring: no longer rains
Summer: moist and rainy
Fall: some trees/bushes die off (temporarily until Spring comes back)
Winter: ALL trees/bushes die off (though you can plant and grow new ones during Winter).
I felt like this added a lot of fun surprises to the food mechanics because you now have to plan for Winter. I will be adding season-specific mobs.
Seasons also prompted for me to finish my fancy custom light rendering system because I needed to handle seasons in the night. So yes you can now place torches which emit a point light throughout the map. This system is very cool and I was working on it for several weeks. It supports thousands of lights all emitting sharp shadows on surfaces and the terrain. They are shadow approximations so it won't support shadows for complex silhouettes but it's super super fast and cool (still have above 350fps).
The lighting system opens up tons of doors for gameplay so I'll keep the light-gameplay features steady. But boy do I have ideas.
Okay so finally I got snowball fights in. It's quite easy to trigger and still WIP. I need to add more pup voices during snow combat. You can of course command them to attack 1 particular poor boar or animal, which will knock them out. If you don't throw enough snowballs at them they will chase and attack you instead.
Stay tuned!
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