Saturday, June 28, 2014

Stickarena

I've been remembering how to make online games by making Stickarena, a real-time action game made with html5 using canvas, websockets and a nodejs server.


The game is about hitting other players with a stick, winning/losing medals on every victory/defeat, which creates money that can be used to build a village and improve the player.

All the processing is done by the server at 30 fps, only sending the information that has changed every 100ms simplified in an optimal way though I still haven't got the time to go deep with the "snapshot system".

On the client side the information is send every clock (16ms) but only if something happened (like player input). Though the server works at 30fps, thanks to the prediction system I can show the action at 60fps. I've also implemented lag compensation and movement interpolation to avoid weird movement behaviors.

I think all the base is done, I have been fightning to get an external nodejs server up without success, so I probably not going to bother anymore as I did this only to practice game networking.

Saturday, December 28, 2013

Dialog System almost done



I've done a nice progress on the dialog system, not as fast as I would like but now I can begin to work on the script and try it right away.

Here are the current features:
- Almost everything gets resized depending on the screen resolution, characters keep aspect ratio while the other objects don't.
- Almost everything is customizable from the inspector
- All text include a shadow to improve its readability.
- A main background for the scene or no background at all.
- A textured container for the main dialog, using an alpha unlit shader.
- Pressing the accept button makes the dialog go faster.
- Animated icon to notify the end of the paragraph.
- Manual mode: Pressing the accept button at the end of paragraph makes it jump to the next.
- Auto mode: Automaticaly jumps to the next paragraph after a specified time.
- Container parameters: Max number of lines per paragraph, nº of letters per cycle and letter speed (defines the cycle).
- The dialog lines get auto-formated based on the container parameters.
- Clickable buttons which can have text, texture, pressed texture and/or pressed color.
- Dialog lines can use the buttons to request different answers from the player that can lead to different lines.
- Dialog flow/lines are comfortably entered through the inspector.
- Other dialog actions available are: clear the scene from characters or just clear one anchor.
- Characters with many different looped or 1-time animations.
- Characters can be anchored to different specified positions, anchors are unlimited.
- 1 character per anchor, when a character gets anchored to a position, the previous character on that position dissapears.

Coming soon:
- Calculate the number of letters per line depending on the container size.
- Automate text-shadow.
- Improve encapsulation (one thing I hate about Unity).
- Show only on orthographic camera
- Multiple backgrounds that can get called from the dialog lines.
- Transitions between multiple backgrounds.
- Movable characters.
- Extra animated character parts (like mouth and eyes)

Could be implemented:
- More dialog actions, like tremor or other effects.
- Load/save dialog flow from/to xml.
- Divide the text-meshed to a small enough size to get auto-batched. (Not really worth it right now)
- Use shared materials to avoid editor-mode error messages (doesn't affect while playing)
- Animated texture for the container and buttons.
- Animated backgrounds.
- Animation/transition for character scene enter and scene exit.

Tuesday, December 24, 2013

Dialog System (again)

I take back from my last post, as always I found the plugin very limited on many ways, so I ended up creating my own Dialog System on this weekend, there it goes with puppet animation included:


Friday, December 20, 2013

Dialog System

Dialog system implemented. Thanks to people who make such excellent plugins, have my money!


Tuesday, December 3, 2013

Project Updates

- Divine Justice Zero conversion from XNA to Unity is going well, I have a lot of code-cleaning left to do but it is working pretty well, things move, lots of intact scripts, loading from xml untouched too. 

This is giving me more work than I thought at first, sometimes I think if it would have been better to start from scratch. Thankfully the code isn't really complex and I hopefully I will finish it soon so I can start improving to make it way better than the Xbox 360 version.



- Project Phone 2 is looking good too, the basic structure is done and everything behaves very realistic, so the next few months will be focused on modeling/animating some nice creatures, creating a good mobile user interface and adding some extra content to make it more appealing.

Thursday, May 23, 2013

Moar


Otro módulo preparado, quedan 3:


Y las 7 primeras batallas:


Ahora necesito otro programador y diseñadores, pago mal.

Wednesday, May 15, 2013

Friday, December 30, 2011

Actualizando...

De momento todo es "un poco" dorado, ya cambiaré los tonos más adelante...


Monday, December 19, 2011

Plaza hecha.

Plaza y fuentes hechas: 


Siguiente:

- Edificios, cielo y hacer arboles personalizados
- Estudiar curso exteriores
- Crear objetos para dar un poco de vida
- Estudiar curso personajes y animación
- Crear personajes animados para la demo
- Acabar gameplay
- Demo finalizada!
ETA: 5 meses

Sunday, December 11, 2011

Texturas

Texturizada:


Montaje:


+ Efectos:


Lo siguiente será hacer las plazoletas, cambiar los arboles, ya que son los que vienen por defecto, crear el modelo 3d de las fuentes, edificios, etc

Tuesday, December 6, 2011

Creación de la Demo en Unity3D

Escenario de la demo:

Un par de borradores para sacar lo que hay en mi mente:



Y aqui la versión 3D:

Siguiente paso: Texturizar.

Saturday, November 26, 2011

Opinion

Oh betatester yo te invoco para conocer tu opinión sobre el aspecto de las barras más que nada, las letras y números son prototipo:



1. Barra con textura

2. Barra solida con degradado

3. Barra solida con degradado y 25% transparente

Yo me quedaría con la 2 o la 3 si consigo resaltar un poco mas el amarillo sin quitarle transparencia.

Tuesday, November 22, 2011

Actualizando

Actualizando... ya estoy acabando la programación del proyecto para Phone 7...
y lo siguiente será Unity! Ya he engullido 20 tutoriales y hecho un sistema de combate por turnos.
Resultado del primer dia de aprendizaje:


A medida que acabe el master en diseño de escenarios y personajes 3D mis planes son actualizar el sistema de combate para que sea más moderno y original (ya tengo un par o tres de ideas guays) y hacer un pequeña demo de un possible juego estilo jrpg con Unity y todo lo que haya aprendido en 3d Studio Max.