#Ride - 2d RTS/RPG top-down (Visual Narrative?) Game

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ebon tapir
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Hello everyone, I have been working on something for the past several days. It's a short narrative game with some interactivity and puzzles. I am following a love story by Josh Gainsbrugh, but I'll branch it off with 3 different endings. I started pixeling the first scene and character. Although, what you see in the video is not final by any means.

ebon tapir
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Finished the rest of the idle poses. I am not sure if I'll get to making the other diagonal poses.

ebon tapir
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Just finished 3 animations for the mirror cutscene in the bathroom. All 3 are combined on the gif below.

ebon tapir
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I am kinda just making more animations to express the characters feelings. Here's a couple of them put into their proper sequence. What do you guys think so far? Any questions, critiques, or ideas? Let me know!

ebon tapir
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Hey everyone, here are some more WIP's. I started adding more short expressive animations to the character. I also started a rough version of the character portrait. Not final but will be fleshed out at some point. It'll do for now! What do you guys think so far?

thick knot
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its pretty cool

ebon tapir
# thick knot its pretty cool

Thank you, Kizons 🙂 As for an update today, I have been messing around with the possibility of turning this into 3d. The game mechanics that I'd like to implement (puzzle solving and interacting with objects) would suit better in 3d I would think... but idk yet. What do you guys think of the 3d test and the idea of turning this into 3d?

thick knot
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the room its too small for a 3d in my opinion

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but i like the 2d version more

thick knot
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it would be cool if you make a 4 different camera position that will makes it look like a 3d

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its just a suggestion

ebon tapir
# thick knot it would be cool if you make a 4 different camera position that will makes it lo...

Thanks, Kizons! I agree, if I do go with the 3d route, the rooms in general need to be larger. I started experimenting with different camera angles by pressing a button. The camera rotates 90 degrees and I think it looks pretty cool. It kind of still feels like a 2d game.... although the lighting gives it away.... and who the hell knew that there isn't a built-in volumetric lighting for URP? WTH! I am still iffy about it. But curious to go a bit further.

ebon tapir
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I went a little further ahead with the 3D test. I was able to fake volumetric lighting lol. All I did was create a texture and add a white color fade to alpha from the top to the bottom. Created a material and slapped the texture on to it, and to the model rays. Purely, half-assed, but looks decent. I also added a mirror shader. It's not working with sprites so I had to create a quick hack job to display the right sprite animation when the player walks up to it. Considering, it's a 3d test mock up, what do you guys think so far? I need to move on from the bathroom scene lol. Gotta focus on designing a level and adding more basic functionality.

ebon tapir
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I finally started working on a convoluted interactive system. I created a new scene that will be my playground to test all of the game mechanics I implement. I also decided going towards 3d because of the sheer fact of more possible angles to find clues and interactive objects.

ebon tapir
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I implemented a basic laser system with interval setup. Nothing too fancy yet, but an idea for the whats to come at some point in the story.

ebon tapir
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Gloves can no longer hide behind objects ^_^ This is the beginning of many ideas that will follow with level designing. It'll be tricky to add multi-level scenes.

ebon tapir
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Testing how the player obstruction fader will work with multiple objects in the way. It kind of feels too cluttered? Instead, I might also have to use a sphere cast to fade out local objects.

ebon tapir
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Test 2. This time using a spherecast non alloc.

ebon tapir
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I started implementing an inventory system. At the moment, I am able to pick up items and add them to the inventory list. I also implemented a pickup and throw system that kicked my ass since yesterday. It's working now, just need animations!

ebon tapir
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Ride - 2d RTS/RPG top-down (Visual Narrative?) Game

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So things I have changed. I am not sure in what direction to take this game but I am certain that it will have the same idea as before, but in a different setting and with some RTS/RPG elements to the list. Lets see where this goes.

ebon tapir
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I added the ability to adjust the spread on the unit bots. The bots will indeed have an upgrade window to spec on improving certain stats.

ebon tapir
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I was able to make the AI state machine kinda work against other agents. My whole state machine is a mess and I might actually redo it. Also, collision handling with projectiles and figuring out the owner of the projectile logic turned out to be a nightmare. I need to find a better way of handling things. I am not sure how to handle the weapon system for the bots yet. Atm it's only one script that handles the shooting logic with spread. But for the most part, I have something working. My next step is to work on the weapon system, improve the AI state machine, and work on a object pooling/spawning system with an Event Messaging system.

ebon tapir
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I implemented an Object Pooling system for the units and projectiles. Also, the bot's ammo capacity can now deplete and when their clip size is empty, they reload. Although, I don't have an animation for the reload yet nor any UI indication but that will come sometime. A thing that I might work on next is for the bot to evade or dodge incoming fire depending on their evade percentage.

ebon tapir
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A productive day today. I can spawn units, select them, and move them around. They can also wander when the player is idling. And I can store them and deploy them.

red cave
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This game looks amazing so far

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I don’t think it’s a visual narrative though cuz when I see this is think dungeon crawler puzzle thing and when I think visual narrative I think of things like Detroit become human

vapid moat
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Looks very good, the 2D test, and the 3D prototype gives off a very different feeling to the game, but if you can implement those 2D graphics and artwork to the 3D scene, it would look great!

candid turtle
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Very good artstyle

ebon tapir
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@red cave I agree atm lol. In the direction where it's going right now ... It doesn't look like one. Storytelling for me is very important. I am hoping it'll be more story driven with fun mechanics.

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@vapid moat Thank you, Joel! I am hoping the mix of 2d/3d will work out for me 😛

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@candid turtle Thank you!

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I can now command my units (basic selecting and right clicking for the moment) while seated. Well, that's the idea for now. So when the character sits, I am able to command and pan/zoom the camera. I need to look into the command pattern for a better system of commanding units. Right now its all just convoluted code. Edit: I noticed the video has background music from a game I was playing in the background. Sorry.

ebon tapir
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Here's a 50 v 50 test. Each side has 40 light assaults and 10 repairer bots. There is a lot tweak still but non the less, it's running smoothly, thanks to object pooling and having a message queue system in place.