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SwiftIllusion
09-01-2013, 02:29 PM
---= Escape Dino City =---

"Keep your characters emotional state in check as you try to escape from T-Rex's through a minimalistic randomly generated collapsible city with friends online"

==============================================
---= Summary =---
==============================================
You can view the rough, but more in-depth details on the mechanics of this project here (http://www.midnight-tinkering.com/forum/viewtopic.php?f=66&p=144#p144) and/or continue reading the polished summary below.

| Features |-
The environment ~
- - A randomly generated city to traverse


http://www.youtube.com/watch?v=2unumEYSpds
- - Collapsible buildings with dynamic physics synching to provide the best experience regardless of lag
(When the building collapses it will transition with your player so that you aren't trying to act based
on where your character is in relation to the building on the server, but as you see it).


http://www.youtube.com/watch?v=Ej49aOisUhE
- - Atmospheric music created by Kevin Green (http://kevingreen.bandcamp.com/)
http://kevingreen.bandcamp.com/track/city-escape-rexations-2

Player mechanics ~
- - Use commands to display signals to other players, Go/Stop/Regroup.
http://puu.sh/50DXI.png
- - Manage your emotional states, Anxiety and Fear.
http://puu.sh/50DSs.png
Anxiety Status - Will effect the rate you gain fear as well as your movement speed.
Your Anxiety will level will be recognizable to other members via the color of your characters chest.
Fear Status - If filled will cause you to freeze when being hunted by a T-Rex, requiring a friend to try and rescue you.
- - The presence of other characters in a better emotional state than you will help recover your own status.

T-Rex enemies ~
- - The T-Rex's are able to use their senses, sight/hearing/smell to track players down.
- - T-Rex's will grow impatient if unable to discover you for a period of time/can't find you even after
smelling your presence and are able to swing their tails at buildings to collapse them.

Game modes ~
- - Escape
This is the standard mode, where you will spawn in the inner-most ring of buildings, and your goal will be to escape the city across the available bridges.
Difficulties
Easy:: 3 Trex Enemies (Trex's won't gain frustration/so they won't destroy random buildings if they can't find players)
Standard:: 4 Trex Enemies
Hard:: 6 Trex Enemies
- - Survival (A possible additional mode in the future depending on the projects success)
There will be 10 TRex's spawned in the city and your goal is to keep your team alive for the longest amount of time.
The height of buildings will be randomized in the opposite direction, so that the tallest buildings are on the outer edge of the city,
meaning you will spawn in the least advantageous buildings to be in.

Online Multiplayer ~
- - This game is designed for 3~5 players online (Though may allow 2 depending on tests during beta), and will require at
least one player to have a PC available to run the 'host' client (can run the host and player client on the same PC).
This will be made possible via http://cloud.exitgames.com/ (instructions for multiplayer setup are below).

| Examples of possible gameplay situations |-
A team member went to scout for an escape path but discovered a TRex and because they had high anxiety they were frozen before getting back to safety, and the TRex now has its sights set on them.
--Possible solution 1-
Another team member with low anxiety/fear levels comes out onto the street towards the frozen team member to balance increase the overall emotional level, which will reduce the players fear over time and enable them to move. However it will still be a challenge to escape as the TRex will now be increasing both of your fear levels, and a high fear level will reduce movement speed.
--Possible solution 2-
2 team members with low anxiety/fear levels come out of cover to help the frozen team member, however this means that even if you have a better chance of getting away from the TRex as the frozen players fear will be reduced faster/movement speed will be increased faster, it will cause 3 members of the team to have their anxiety increased, increasing future risk until you are able to spy on the TRex and reduce your anxiety.
--Possible solution 3-
If you are close to the exit you might choose to sacrifice that player to have the rest of the group escape while the TRex is distracted, or they might have even volunteered themselves as a sacrifice if the situation was getting dire and the TRex's were becoming aggravated and starting to destroy more buildings and safe locations. Of course though this will cause a percentage loss to your completion score, but at least some will have survived.



==============================================
---= Latest Build =---
==============================================
Multiplayer Test v0.6
Note: In-game mechanics will cause your player to likely be slower when being engaged by a Trex,
so please don't take my maneuverability around them as an accurate example of future experiences.


http://www.youtube.com/watch?v=rcf-Dt2vLRs
- Changelog -
*Added- TRex Behavior - Many, many improvements to the Trex AI, including but not limited to-
* A* Pathfinding
* Massive changes to the way capturing the player works to be compatible with the addition of extra players.
* Line of sight (which can be broken by traveling behind a building)
* Trex will now travel towards the last location it saw you even if you break its line of sight.
* Further balanced the size of your scent/sound.
* If it smells you it will look around for you and if it sees you will chase after you.
* Many more tweaks
*Added- Multi-User compatibility - Multiple players will now function and be 'eaten' by the Trexs separately,
when all active players have been eaten all players will be restarted.
Important notes!:
When joining with more players, wait until the count of "Players In Games" has been updated/synched before you join,
otherwise there will be some issues (i.e. if you join a second window immediately after the first, when "Players In Games"
is still 0, you'll actually incorrectly spawn another 2 Trex's and it will break some mechanics in-place.)
*Added- Basic blocks to provide a method to try out the Trex AI.
From the center outwards is the representation of the small/medium/large widths of the city buildings.
*Changed- Updated the materials of the scene (the 'shadows' are now brighter and colors closer to what I want).

Download - US server - here (http://filecloud.io/8sq4vz3p)
Download - EU server - here (http://filecloud.io/zv2w56qe)

Instructions
--Step #1- Opening your port -
In the future you'll be able to change the port,
but for now the player hosting the server will need to open port "5055"
If you haven't opened a port before, this site is your best bet for working out how (http://portforward.com/english/routers/port_forwarding/routerindex.htm).
-
--Step #2- Getting your "App ID" -
Register an account here (http://cloud.exitgames.com/), then visit this link (https://cloud.exitgames.com/Dashboard) to find your "APP ID" (Shown below your name)
-
--Step #3- Using the "App ID" -
Share the ID with anyone you trust and would like to try running the server with,
run "MultiplayerTest.exe", replace the "App ID" text with that code and press [go].
-
--Step #4- Starting the server -
Start the server for players to join by pressing [create room], that window will become the host.
-
--Step #5- Joining the server -
Once there is a room indicated to be open, join that room and your player will be created.
Like the video shows you can open multiple clients on the same PC for testing purposes.
Controls (Requires an Xbox 360 controller for these PC-Only builds)
[Left Joystick] Moves character
[L3 (Left Joystick Button)] Switches camera view (In the final game only first person view will be available,
currently third person view expects to help me play test/bug test).
[Right Joystick] Rotates camera
[R3 (Right Joystick Button)] Locks/unlocks camera angle
Jumps
[Y] Rolls while held (when letting go of [Y] your character will stop after the current roll)
[Hold : D-pad Up] Signal to go
[Hold : D-pad Down] Signal to stop
[Hold : D-pad Left] Signal to regroup


==============================================
[b]---= FAQ =--- [updated 27/October/2013]
==============================================
Q: How much will this cost?
A: This will be available free on the OUYA, on PC you will be able to 'pay what you want' via https://sellboxhq.com/

Q: What will your characters view be in the project?
A: In the final build of the project your character will only have first-person view,
however at the moment it's beneficial for play testing and bug testing to have the 3rd-person view available too.
(Use L3 to switch camera views)

Q: What platforms will this be available on?
A: The beta stage of this project will primarily focus on the OUYA and be refined
for play on that. Once it is free of any bugs/balances for the mechanics have been made it will then be released on PC.

Q: When will an OUYA build of the project be available to test?
A: At the moment I'm having to consistently make changes and rebuild/test the project
so it is far easier to just make builds on the PC during this period of development. However once more mechanics
are implemented and it reaches the point where I'll be trying to test balancing, I'll start making OUYA builds to
also test performance on the console.

Q: Will this be available for local-multiplayer?
A: There are no plans for local-multiplayer as this will require a larger amount of development time to add.

DrunkPunk - Q: "When the T-Rex hits the building and collapses it, will it pancake from the top or from the point of impact?"
The T-Rex will swing its tail in rage and the point of impact and most damage will be at the second floor,
meaning there will likely be a tilt in the way the building collapses depending on whether the T-Rex just hit
a wall or hit the corner of the building and damaging 2 walls.
However the impact will destabilize the building from bottom to top, and every part touching the ground will
be destroyed in a cloud of dust so it will eventually fall regardless.

DrunkPunk - Q: "When your Fear level reaches maximum and you freeze, will it timeout or will we have to wait for another player to come get us?"
A: As long as your anxiety level isn't at maximum, your fear level will decrease when a T-Rex doesn't have its sights on you.
The only time your fear would reach maximum is if you are close to being eaten by a T-Rex that's on its path towards you,
so there won't be any timeout for a character frozen with fear-they'll either be eaten, or a player that has a lower fear level
will run towards them, balancing their emotional state and removing their frozen status, and in the process possibly saving them.

DrunkPunk - Q: "If I'm playing solo, will the other "players" have AI and be able to come save my ass?"
A: It's designed for 3 to 5 people, however depending on the balancing stages during multiplayer testing later on 2 players may
be possible, but it won't be solo as building player AI for this projects mechanics would be practically impossible,
and its dependent on the teamwork.
There may be a solo option for the 'Survival' mode if that is included though as its goal is more direct and as approachable
regardless of team size.


==============================================
---= Final notes =---
==============================================
|This is currently our focus of 2 projects we are developing |-
This is of course its own project, however in addition to that it's also a testing ground for multiplayer functionality
for a larger scale project in development, an MMO which you can view details of here (http://ouyaforum.com/showthread.php?2598-A-deep-social-MMO-project-for-the-OUYA&p=23479&viewfull=1#post23479).
Because of this, the initial development started in that thread, until I was confident I was able to make this project what
I wanted it to be - which I now can after having completed the functionality of the collapsing buildings synching mechanic.
This is why you may find posts referring to the other project within this thread, as DrunkPunk has kindly offered to move the
posts from that thread in regards to this project over to here.

|How can you follow this project? |-
You can follow us here, or at the various locations below.
Home Page (http://www.midnight-tinkering.com/)
*Major updates/Large updates that require a detailed post.
Twitter (https://twitter.com/MidnightTinker)
*Minor updates, videos and links to updates on the other Social Sites/our Home Page.
Tumblr (http://midnight-tinkering.tumblr.com/)
*Images/Videos/Artsy updates on any game development progress.

XanXic
09-01-2013, 05:05 PM
QUESTION :-
I have a project idea and I'd like to know how people would feel about us working on this as an initial small-scale project to test multiplayer functionality.
I'd be aiming for one month development time after completing the character controls.
It would be able to present people with a more solid example of our development style, give people a game to play while waiting for the next stage of the MMO to be completed (the volleyball game), and would show that multiplayer is something we can make functional.
And it's also an idea I really really love and would hope for people to have a game they can enjoy.

http://www.midnight-tinkering.com/forum/viewtopic.php?f=66&t=124&p=144#p144

Of course though this is something that isn't completely necessary and we can continue moving forward with the current plans.
So I would like to have 3 opinions either for or against this before making a decision, if I complete the character controls before there are 3 votes for either
side then I'll continue with the MMO without working on this project and just possibly keep it for an addition as a Globe later.

I say go for it. Theres a few reasons not to but if you can use this to get your multiplayer code and controls hammered out really early on I think it's a good idea. And there's a big lack of multiplayer ouya games.

Jakenut86
09-01-2013, 05:24 PM
QUESTION :-
I have a project idea and I'd like to know how people would feel about us working on this as an initial small-scale project to test multiplayer functionality.
I'd be aiming for one month development time after completing the character controls.
It would be able to present people with a more solid example of our development style, give people a game to play while waiting for the next stage of the MMO to be completed (the volleyball game), and would show that multiplayer is something we can make functional.
And it's also an idea I really really love and would hope for people to have a game they can enjoy.

http://www.midnight-tinkering.com/forum/viewtopic.php?f=66&t=124&p=144#p144

Of course though this is something that isn't completely necessary and we can continue moving forward with the current plans.
So I would like to have 3 opinions either for or against this before making a decision, if I complete the character controls before there are 3 votes for either
side then I'll continue with the MMO without working on this project and just possibly keep it for an addition as a Globe later.

I say go for it :)

SwiftIllusion
09-04-2013, 02:32 PM
That sounds like fun! If you roll into things, will there be a collision animation? Or will you just continue rolling to be able to get where you're going?

Also, I hope you feel better soon! We can't be having sick squirrels running around here. :)
I'm glad you think so too :D. For now unless there's significant reasons to change it you'll be able to just keep rolling :), similar to running you'll be able to turn while rolling, so I don't want to cause that frustration in a lot of games where you just barely accidentally bump into something and your rolling/running stops and you have to start all over again. You should be able to roll freely and enjoy the fun of it :).

Thanks ^^; Haha yeah, I don't want to cause the end of any civilizations with my disease xD.

EDIT: Forgot to ask this @_@;
What do you think of this as the character proportions/style for the City Escape project :).
(note the specific shading/color will be different in-game)
http://puu.sh/4jahd.png

Also, I feel like crap now, cold got worse D<

SwiftIllusion
09-10-2013, 04:25 PM
Yay I can actually function again :D.
So the sickness got worse but I'm on the path to recovery now and back working when I can,
and so I've been working on bits and pieces of the 3d parts of the project with the building designs
and ideas for the generation.

Here's the designs/structures of the buildings with examples, scales of the characters/TRex and inside the building.
http://puu.sh/4nTne.png
http://puu.sh/4nTgm.png
The buildings will randomize height/width, 8 floors being the tallest, 1/1.5/2 being the possible widths.
The windows will randomize their side/amount, likely average 2 between every 3 floors.
The stairs will randomize the corner they are spawned in.
The bottom door will randomize the side it is exits.

Also with the generation of the buildings I was thinking it would be good to have their max height/width
decrease as it gets further away from the center of town, so that the escalation of difficulty hiding
from the TRex and traveling safely out of eye contact will increase as you get closer to the exit.


EDIT:
Forgot to also mention our music artist is working on the track for this project now :)!

SwiftIllusion
09-12-2013, 03:52 AM
UPDATE:-
The building generator is now functioning :)! You can see it in action in the video below.
note: the delay throughout the buildings creation is intentional, to allow you to see each parts random nature (it's not caused by lag)

http://www.youtube.com/watch?v=teiV4YImk9k

Hope you like what you see :).

The next step is to generate more buildings, then see how the OUYA handles all of the physics.

RiotingSpectre
09-12-2013, 04:38 AM
I've been watching this thread like I always am and told myself "I'm not going to drool over him until he gives me a playable demo on my OUYA"... Forget that! All these updates are awesome, SwiftIllusion! I will have to keep an eye out for you even more than I currently am. Can't underestimate a armored squirrel.

*Leers*

SwiftIllusion
09-12-2013, 04:45 AM
I've been watching this thread like I always am and told myself "I'm not going to drool over him until he gives me a playable demo on my OUYA"... Forget that! All these updates are awesome, SwiftIllusion! I will have to keep an eye out for you even more than I currently am. Can't underestimate a armored squirrel.

*Leers*
hahaha, your response totally made my day :)!!
Thanks a ton, your support is always motivational and greatly appreciated ^^. I'll make sure you aren't disappointed when it reaches the playable stage :)!

SwiftIllusion
09-13-2013, 08:39 PM
UPDATE:-
The entire city can now generate :D!
note: I still need to test this out on the OUYA, which I'll do in the future along with testing how it handles physics for everything.

http://www.youtube.com/watch?v=2unumEYSpds
Layout-
http://puu.sh/4qrdl.png
Screenshot-http://puu.sh/4q8cY.png

Also I worked on some 'player signals' that you will be able to use in-game to organize your team/actions quickly.
Press up/down/left/right is pressed on the D-Pad, these will pop-up above your character, likely accompanied by a sound-effect.
http://puu.sh/4qrHX.png
Go/Stop/Danger/Regroup

Would love to know what you think.



Personal Sidenote/cause of slow progress-
Sorry about the slow progress, I woke up yesterday feelings the worst I had since getting sick,
had to go to the doctors and on another medicine now which hopefully works better.
I'm spending more than half the day blowing my nose/coughing, and I still have the headache that started a week ago.
So at the moment I'm trying to do what I can but it's hard to make progress feeling as crap as I am right now,
and now I might have a problem with my eye too that I'll likely have to go to the doctors and get eyedrops for today.
Gah damn I'm going crazy atm ^^;
I feel too exhausted to be awake, but if I go to sleep I just wake up worse every time, losing my mind here.

DrunkPunk
09-14-2013, 09:16 AM
Sir Squirrel, I hope you get better soon! I hate to hear that you feel bad.

But...if this is what you can do even when sick, holy moly! I'm so glad you decided to go ahead with the T-Rex game. It looks to be a ton of fun! :D

SwiftIllusion
09-15-2013, 01:51 AM
Sir Squirrel, I hope you get better soon! I hate to hear that you feel bad.

But...if this is what you can do even when sick, holy moly! I'm so glad you decided to go ahead with the T-Rex game. It looks to be a ton of fun! :D
Thanks ^^; I hope so too, regrettably so far though I've just gotten worse x.x;

:). ^^, I'm extremely glad to hear that :D!

SwiftIllusion
09-16-2013, 03:52 PM
Regrettably nothing exciting to report, but I still wanted to keep you all updated.
I'm getting worse and worse =_=, today was pretty much spent coughing, blowing my nose, and falling asleep once. Like seriously I was coughing so frequently I was barely able to make and have my lunch. And then I've got to try and pull what energy I managed to save during the day to get through my work shift (thankfully it's short shifts).
Oh and my headache hasn't left =_=;

But yeah, seriously struggling to make progress here and I'm awfully sorry. No one could be an infinity-eth as frustrated and disappointed as I am about how little progress has been made when it was starting to get to the better parts with gameplay, etc.

I was working on the TRex animations. I have run and walk completed, and I've been trying to do the 'eat' animation, where the TRex manages to grab the player in his jaws, but I've been constantly restarting it and haven't made anything I'm happy with yet.


Some game information/thoughts.
(Though I haven't got anything to show I've at least been having more thoughts)

Game Price
--Free
On PC there will be a 'pay what you want' option if you download the executable through sellbox - https://sellboxhq.com/

Multiplayer management
--Player hosted
When beginning the game you can either choose to be a host, able to have other people join, or a player, able to join a hosted game.
As a host you can additionally set a password that people will require to enter the match.
-:Advantages
*The game can be free as I'll only need to manage data like highscores.
*An account system won't need to be developed to manage usernames/passwords.
You'll have the option to type a name if you gain a highscore ('inappropriate' highscore names will be able to be manually removed)
*There won't be any problems caused by over/under estimation of players joining that would cause problems with the servers.
*A simpler interface required to be designed (no need to develop systems for creating/searching through matches, room titles/passwords, etc)
-:Disadvantages
*You'll need to organize your own game with friends/unable to just start the game and join an available match.
*As with every player hosted game, a prime example being minecraft, there will be a large amount of people blaming port-forward/ip configuration/setup problems, etc on the game itself rather than their setup.

Game modes (values may change later on in development after testing)
--Escape
This is the standard mode, where you will spawn in the inner-most ring of buildings, and your goal will be to escape the city across the available bridges.
-:Difficulties
Easy:: 3 Trex Enemies (Trex's won't gain frustration/so they won't destroy random buildings if they can't find players)
Standard:: 4 Trex Enemies
Hard:: 6 Trex Enemies
--Survive (A possible additional mode depending on development speed)
There will be 10 TRex's spawned in the city and your goal is to keep your team alive for the longest amount of time.
The height of buildings will be randomized in the opposite direction, so that the tallest buildings are on the outer edge of the city,
meaning you will spawn in the least advantageous buildings to be in.


Anyways that's as much as I can write/remember for now, would love to hear any thoughts/feedback so far.
I'll try work on interface stuff tomorrow, hopefully that'll be easy to do between dying from my sickness xD, and hopefully will be able to show progress easier.

SwiftIllusion
09-17-2013, 08:08 AM
Progress Report:-
Various stages of the in-game HUD design :).
http://puu.sh/4tt1K.png
When your fear reaches the maximum value, your HUD will change to blue like shown, and your character
won't be able to move unless another team member is able to reach you and reduce your fear level again.

In addition to this Hud, the players appearance will be random from a selection of colors,
except for the bones of the chest which will match the color of your current anxiety stage,
this will allow you to easily view your team members anxiety levels.

DrunkPunk
09-17-2013, 08:59 AM
Looks and sounds fun so far Sir Squirrel! I especially dig the Survive Mode idea. Will the T-Rex(s) have frustration and smash buildings in that mode as well?

Also, would you like me to move these posts into a new thread just for this side-project? Maybe it will garner enough interest on it's own for a while. :D

SwiftIllusion
09-17-2013, 03:14 PM
Looks and sounds fun so far Sir Squirrel! I especially dig the Survive Mode idea. Will the T-Rex(s) have frustration and smash buildings in that mode as well?

Also, would you like me to move these posts into a new thread just for this side-project? Maybe it will garner enough interest on it's own for a while. :D
I'm happy to hear that ^^!
In the survival mode the frustration will definitely be enabled, and possibly doubled-depending on how test plays go, because without their being the goal to escape the city, there needs to be a reason for you to be active beyond just keeping your 'anxiety value' low.
That way it will keep it as chaotic as the mode is intended to be instead of just a 'how long can I hide in this building for' mode :).
(Of course though TRex's will still be able to smell you in buildings they spend time near too, so you'll need to be careful about that).

I greatly appreciate the thought and effort in regards to that :)!
I had definitely planned to create a topic for this project separately, but I'd rather wait until I'm feeling better before I do that now.
I don't really want to start a new topic with the project going 'hey here is my design :D.....oh and I'm too sick at the moment to make real progress so you'll need to wait awhile' XD. Everyone reading this topic already has the context for that xD;
Ideally when I recover I'll see what I have completed so far, finish off the movement controls for the MMO character demo (still need to complete the roll), and then prepare a schedule based on what's left to do, update the game design summary with the videos/interfaces/etc shown, and then create a new topic for it :).

DrunkPunk
09-18-2013, 05:12 AM
Cool! I definitely want as much chaos as possible, hehehe.

No problem, just let me know if I can help! ;)

SwiftIllusion
09-18-2013, 05:25 PM
Cool! I definitely want as much chaos as possible, hehehe.

No problem, just let me know if I can help! ;)
haha, good to hear :).

^^, thanks again :)!
Hrmm, are you able to cast a magic spell to remove my illness by chance? xD

More game information.

Development plans
This project will have 3 'phases' to fit the kind of game it is.
(of course all times are estimates and subject to change)
--Development Phase (( ~ 4 weeks ))
This will be the main development stage which the schedule will accommodate for,
aiming to make the game fully playable and functional before entering beta phase.
During this stage there may be web-builds for some tests which I'll need a larger
amount of peoples experiences/feedback like connecting matches/testing synch.
--Open Beta Phase (OUYA exclusive) (( 4 weeks ))
Though this will be called open beta, the game as a whole will be developed to a point
where it 'could' be released and left as-is, however I want my games to provide the best
experience they can for their players, so I'll be using this as a 'balancing phase'.
Of course if there are any bugs found that weren't discovered during development,
they will be fixed, and any major bugs will be fixed with an update made a.s.a.p.,
however the main focus will be asking for feedback on the balance between the
different modes and player numbers, because it's the main element I won't be able
to thoroughly test myself.
Currently I'm aiming for this phase to last 4 weeks,
however that won't be everyday development, but rather it will be implementing
changes/balancing tweaks/bug fixes each weekend with an update at the end.
I'll be spending the weekdays catching up on the art for the MMO, waiting until
after the City Escape game is bug-free to then work on tweaking it for the MMO
environment, and beginning to develop the volleyball mechanics.
--Release Phase (( 1 week ))
Highscores will be reset and the game will be labeled as complete
(though the highscore page will have a disclaimer that scores may be reset again
if any major bugs/exploits are found), and a web/PC build will be made available (controller only).
I plan to take this week off (from my job, not the project :P) on the extremely optimistic
chance that I might need to be more readily available with responses to the project,
and possible further tweaks, etc to the web/PC build.

SwiftIllusion
09-20-2013, 04:25 PM
Update:- Music for 'City Escape' Complete
Our music artist has completed the music piece for the city escape project, and, just, oh my goodness awesomeness.
I'd love for you to check it out as he worked really hard on it and it's the longest piece he has written so far,
and for whatever it's worth I absolutely love it :D. Will definitely strengthen your emotions while playing the game.

http://kevingreen.bandcamp.com/track/city-escape-rexations-2

Edit: fixed the link, just found it had changed for some reason.

SwiftIllusion
09-24-2013, 04:52 PM
Progress Report:-

Working on the multiplayer functionality at the moment.
What I have worked out so far, is that the 'host' of the game, will need to register an account with
the multiplayer platform I'm using for the project here - https://cloud.exitgames.com/
Once you have registered (very simple registration and free of course) you can visit - https://cloud.exitgames.com/Dashboard
and you will in the 'Details' find a string of numbers under 'AppID'.
You and those who are playing with you will need to paste those into the game.

So just free registration by one of the members planning to play, and all players copy/pasting the code you find.
Also you'll need to open port 5055 (unless there's a reason for me to change it later).

SwiftIllusion
09-27-2013, 07:12 AM
Progress Report:-

Loosing my mind, as always.
(Note: I'm doing all this testing so far using an example project-I haven't yet setup our actual characters, etc for multiplayer)
Long story short, having the most ridiculous errors Unity can throw at me and unable to find anyone else having them,
likewise unable to find any solutions. The ones I'm now dealing with is the building is created in every player player
besides the host, relative to the 'center of the world', (0,0,0). So all the pieces are still being build upwards properly,
but for some reason it's creating them all relative to the center of the world, instead of the object with the building
script on it. That doesn't make any darn sense.
Also the building seems to 'explode' as if everything is intersecting with eachother at creation, which also makes absolutely no
sense what-so-ever.
http://puu.sh/4BiQX.png

I've also heard there's some difficulty with physics synching though I haven't been able to test that yet because
I have to deal with all the ridiculousness of the stuff above.


Anyway, if I can't make any more progress on it before the end of the day, I'm going to spend the weekend
working on a demo build with the projects characters/animations, etc functioning, aiming to have a build
on the OUYA to test by Monday.
I'll still want to hold off starting a separate project page for this until I can get the physics of the collapsing
buildings functional though.

Project Title:-
"ESCAPE DINO CITY"

Would like to hear your thoughts on that as the official title?
(City Escape was just a working title, after searching I found this to not be in use and something I liked)

SwiftIllusion
09-30-2013, 04:33 PM
Progress Report:-
Sorry, I'm just short of having a project ready for you to try, but the good news is I've been working through it
and now have player rotation/position and animations synching between all clients (ended up having some
difficulty with the rolling in particular because of the method I used to make the character rotate for it,
but it's worked fine in the latest tests ^^).

Additionally I've been doing a lot of reading while trying to get things working and trying to plan workarounds for the apparent problems ahead, like photons 'authority' problem (example-trying to get the 'server' to control AI instead of one of the player clients).
So far my idea to achieve this is separating a specific server application you will need to run like minecraft does.


I should definitely have a client/server ready for you to try by the end of tomorrow, for now though I'd like to share an image showing the various player colors, as well as the stages of anxiety displayed on characters, and your frozen state.
(Player colors left to right, anxiety states top to bottom (bottom being lowest anxiety), and last characters are frozen)
http://puu.sh/4E8F2.png
When entering the match characters will be given one of the remaining colors randomly.

After this I'll go back to trying to get the building spawned correctly in each client along with synching its physics
and aim for another update after that is functioning.

icrash
10-01-2013, 12:14 AM
I should definitely have a client/server ready for you to try by the end of tomorrow

0.o I'll be waiting anxiously... sailing practice tomorrow afternoon can't end soon enough xD

SwiftIllusion
10-01-2013, 08:18 AM
0.o I'll be waiting anxiously... sailing practice tomorrow afternoon can't end soon enough xD
I'll be waiting to hear what you think with equal anticipation :).
Also, sailing practice, as in sailing on a boat? Awesome! Hope it goes well for you.


UPDATE:-
NOTE: The interface is just a stand-in for now and will be changed later.

http://www.youtube.com/watch?v=3Qc38eXIgBk
Multiplayer Test v0.1 available
I haven't found a way yet to change the server location it will connect to outside of Unity,
so there is a European and US client/server download below (all players need the same .exe).
US - here (http://filecloud.io/6a1ndtfk)
Europe - here (http://filecloud.io/az5iqpl2)


Instructions
--Step #1- Opening your port -
In the future you'll be able to change the port,
but for now the player hosting the server will need to open port "5055"
If you haven't opened a port before, this site is your best bet for working out how (http://portforward.com/english/routers/port_forwarding/routerindex.htm).
-
--Step #2- Getting your "App ID" -
Register an account here (http://cloud.exitgames.com/), then visit this link (https://cloud.exitgames.com/Dashboard) to find your "APP ID" (Shown below your name)
-
--Step #3- Using the "App ID" -
Share the ID with anyone you trust and would like to try running the server with,
run "MultiplayerTest.exe", replace the "App ID" text with that code and press [go].
-
--Step #4- Starting the server -
Start the server for players to join by pressing [create room], that window will become the host.
-
--Step #5- Joining the server -
Once there is a room indicated to be open, join that room and your player will be created.
Like the video shows you can open multiple clients on the same PC for testing purposes.


Would greatly appreciate hearing what you think of it so far and if there are any issues you find.
Really happy to be able to show multiplayer functioning now :).

icrash
10-01-2013, 04:16 PM
awesome, can't wait to download it (can't do it here, got to get home where the internet doesn't restrict such things). I should be able to try it around 7:30 tonight. can't wait!

SwiftIllusion
10-02-2013, 07:24 AM
awesome, can't wait to download it (can't do it here, got to get home where the internet doesn't restrict such things). I should be able to try it around 7:30 tonight. can't wait!
Cool, look forward to your response :).


Progress Report:-
I've continued to try practically everything I can think of regardless whether it makes sense or not
to try and fix the issue of the building being spawned in other clients in the center of the world instead
of where it should be.
(It should be noted again that every piece is spawned individually, and it ends up in the shape of the building,
but for some reason it doesn't spawn upwards from the location it should it should.)
Weather here has been crazy (insane winds), and so the internet ended up being lost for a while which cut
the testing short, so I instead spent time working on the character animations for the 'signs' (go/stop/regroup).
They are completed and hopefully I'll have them working on the character tonight.

I also made some adjustments to the GUI/HUD as well as player colors, would like to hear opinions.
---
The signs (I removed 'danger' because I felt 'stop' could be used in all the same situations so there
wasn't a reason to have it.)
http://puu.sh/4FyVY.png
---
The HUD (I felt the original was too bulky and not quite right for the players focus and the tone I wanted)
http://puu.sh/4FyY1.png
---
Player Colors (mockup, not in-game. Tried to make it feel more similar to the other interface color changes
and I felt it would feel better tone-wise if the colors weren't so overly bright/strong)
http://puu.sh/4Fz0i.png

DrunkPunk
10-02-2013, 11:31 AM
I like the new player colors rather than the old ones. Good call there! Sadly, as I don't really have a computer to play and register your demo on I can't help you out there, but I wish I could! Perhaps I'll go sit at a computer in my neighbors house, all creepy like... ;)

icrash
10-02-2013, 04:27 PM
sorry, couldn't do it last night as I had to walk 7 miles home from san francisco since the bus broke down and I ended up getting home at 11. I'll make sure to download it tonight though.

SwiftIllusion
10-02-2013, 06:56 PM
I like the new player colors rather than the old ones. Good call there! Sadly, as I don't really have a computer to play and register your demo on I can't help you out there, but I wish I could! Perhaps I'll go sit at a computer in my neighbors house, all creepy like... ;)
Really glad you liked the change :). I felt the other colors were a bit too distracting/bright/childish-like and wouldn't allow you
to fall into the emotional attached state I'd like you to experience as naturally.
Darn. Maybe you should do that, just, maybe not all creepy like, If you have the chance I'd like you to be able
to try this more than once XD.


sorry, couldn't do it last night as I had to walk 7 miles home from san francisco since the bus broke down and I ended up getting home at 11. I'll make sure to download it tonight though.
Wow that seriously sucks, sorry to hear! Public transport just isn't ever reliable enough.
Cool :).


UPDATE:-
Multiplayer Test v0.2 now available
http://puu.sh/4FSib.png
- Changelog -
*Added- 'Signs' go/stop/regroup (the sign above their heads aren't 'synching' with other clients yet)
*Added- Animations go/stop/regroup

Download - here (http://filecloud.io/9wb8pj0m)
Instructions
--Step #1- Opening your port -
In the future you'll be able to change the port,
but for now the player hosting the server will need to open port "5055"
If you haven't opened a port before, this site is your best bet for working out how (http://portforward.com/english/routers/port_forwarding/routerindex.htm).
-
--Step #2- Getting your "App ID" -
Register an account here (http://cloud.exitgames.com/), then visit this link (https://cloud.exitgames.com/Dashboard) to find your "APP ID" (Shown below your name)
-
--Step #3- Using the "App ID" -
Share the ID with anyone you trust and would like to try running the server with,
run "MultiplayerTest.exe", replace the "App ID" text with that code and press [go].
-
--Step #4- Starting the server -
Start the server for players to join by pressing [create room], that window will become the host.
-
--Step #5- Joining the server -
Once there is a room indicated to be open, join that room and your player will be created.
Like the video shows you can open multiple clients on the same PC for testing purposes.

Using Signs
Hold down up/left/down for go/regroup/stop. This will keep the sign above your head until you release the button.
Currently the animation loops but I plan to make it stop at the 'key moment' of the animation
(So the 'stop' sign will pause at the frame in the image above until you let go).
This way it gives the player more control over how long you hold up the sign,
instead of just deciding for you that it will last 5 seconds, or the period of the animation.
(Note: I notice there's a bad head frame in the 'regroup' or 'go' animation, will fix it tomorrow when I make the
other changes mentioned above).


Hope you like the update ^^;
Also, I totally just realized when I was adding the controls for the Signs, I'd accidentally uploaded the
client yesterday with the OUYA input, sorry about that. Fixed that now so it's Xbox 360 controls.
(The jump/roll were the only things effected at the time so I just ended up getting used to using the different buttons for them).

SwiftIllusion
10-03-2013, 06:26 AM
UPDATE:-
Multiplayer Test v0.3 now available
- Changelog -
*Added- First person view (Press L3 to toggle, Right joystick to look around) - this will be the only view available at release
(I currently have 3rd person view still as it makes viewing/synching animation, etc easier to test).
*Changed- Animations - updated go/stop/regroup, and they now synch correctly.

Download for US server - here (http://filecloud.io/lawh5jet)
Download for EU server - here (http://filecloud.io/yj6mc1ga)

Instructions
--Step #1- Opening your port -
In the future you'll be able to change the port,
but for now the player hosting the server will need to open port "5055"
If you haven't opened a port before, this site is your best bet for working out how (http://portforward.com/english/routers/port_forwarding/routerindex.htm).
-
--Step #2- Getting your "App ID" -
Register an account here (http://cloud.exitgames.com/), then visit this link (https://cloud.exitgames.com/Dashboard) to find your "APP ID" (Shown below your name)
-
--Step #3- Using the "App ID" -
Share the ID with anyone you trust and would like to try running the server with,
run "MultiplayerTest.exe", replace the "App ID" text with that code and press [go].
-
--Step #4- Starting the server -
Start the server for players to join by pressing [create room], that window will become the host.
-
--Step #5- Joining the server -
Once there is a room indicated to be open, join that room and your player will be created.
Like the video shows you can open multiple clients on the same PC for testing purposes.
I've added first person view now :).
Would like to hear peoples opinion of it, as I've made it to be a closer representation of the characters viewpoint
to immerse your experience further.
For example when idle the camera moves slowly with the player, and when running it will lift up and down with you.
While rolling I felt it would be better to break from 'realism' for more usability, so your camera won't be flipping over
like your character and making you dizzy, but it will bob up and down along closer to the ground with you.

SwiftIllusion
10-05-2013, 01:43 AM
UPDATE:-
Multiplayer Test v0.4 now available
http://puu.sh/4HMxZ.png
- Changelog -
*Added- Trex is now created and can be controlled in the server window (the window where you create the room).
The Trex of course won't be controlled by a player in the final game,
but for now this is an easy way to test animations/movement speed/etc before making the AI.
*Changed- Animations - Trex - Idle/Walk/Jog/Run

Download for US server - here (http://filecloud.io/f78dc6a4)
Download for EU server - here (http://filecloud.io/gpinx42c)

Instructions
--Step #1- Opening your port -
In the future you'll be able to change the port,
but for now the player hosting the server will need to open port "5055"
If you haven't opened a port before, this site is your best bet for working out how (http://portforward.com/english/routers/port_forwarding/routerindex.htm).
-
--Step #2- Getting your "App ID" -
Register an account here (http://cloud.exitgames.com/), then visit this link (https://cloud.exitgames.com/Dashboard) to find your "APP ID" (Shown below your name)
-
--Step #3- Using the "App ID" -
Share the ID with anyone you trust and would like to try running the server with,
run "MultiplayerTest.exe", replace the "App ID" text with that code and press [go].
-
--Step #4- Starting the server -
Start the server for players to join by pressing [create room], that window will become the host.
-
--Step #5- Joining the server -
Once there is a room indicated to be open, join that room and your player will be created.
Like the video shows you can open multiple clients on the same PC for testing purposes.
Some 'AI' details about the Trex behavior.
The Trex's main movement will be its 'Jog'. This is how it will move about the city.
When it visibly sees a player it will 'Run' towards the player.
When it hears a player, it will 'Walk' slowly towards the sound it observed.
When it smells a player (generally requiring to be directly next to the building players are in),
it will start looking for the players, and may begin swinging its tail to destroy the buildings around
it if it can't find them. To avoid that you'll need to escape the building and get your scent out of
its range, where it will then start walking about again looking for signs of people.

I've posted for help on the Playmaker forum about the issue I'm having with the building,
as it may actually be a Playmaker bug out of my control. I've received responses but no
actual answers or solutions yet.
I'm sorry, I'd like to separate this project from this topic but I really don't want to do it until I can
get that issue sorted and I'm able to have a better test with the building physics as that's a
fundamental requirement of the project.

For now my next objective is developing the AI for the Trex.

SwiftIllusion
10-06-2013, 03:42 PM
PROGRESS REPORT:-
I'm currently making progress on the AI, but unlike the players where I'm just synching details with eachother,
here I'm trying to synch the actual behavior.
A brief summary would be along the lines of making sure the same situation/Trex reaction occurs on the server,
and doesn't just happen to you because of any position/rotation/reaction delay on the server side.


Speaking of the AI setup, here's an image that shows the range of the smelling/hearing on the Trex,
and the range of your characters sound/smell.
Yellow/Orange - Sound/Smell (the box is the detection range, the sphere is how large your character produces sound/smell).
http://puu.sh/4J6GH.png
The smell is constant, but the sound is created and expanded to that size when you jump/fall/roll/run.

With the sizes above, you'll be able to walk behind a Trex, but not run, and they won't catch your scent.
(Though they still may turn around and catch you in the act :) )
Iff you are in a building when it walks by it will likely catch your scent. (But you'll still have the chance to
escape as it won't try and attack the building immediately, only if it can't find or hear you).
Additionally depending on its 'frustration' level, it may ignore the smell and continue searching after a short
time, so you won't always be able to rely on it being easily distracted while you escape.


Regrettably I haven't been able to get any answer on the Playmaker forum about my issues with the
creation of the building, so I plan to spend tomorrow morning making further attempts to discover a
functional work-around for it before continuing the work on the AI as the building generation is the
largest issue I have to get past at the moment (along with the gravity involved with the building),
and is what I need to complete before being comfortable with starting the games own topic.

DrunkPunk
10-08-2013, 12:26 PM
Heya Squirrel! I have not had much time to come and leave a well thought out comment but I always check this thread. :D
Opinions and ranting to come at a later date, hehe.

Let me know when you want to make the new thread and I can move all the stuff on here around for ya and smooth out the process.

SwiftIllusion
10-08-2013, 08:29 PM
Heya Squirrel! I have not had much time to come and leave a well thought out comment but I always check this thread. :D
Opinions and ranting to come at a later date, hehe.

Let me know when you want to make the new thread and I can move all the stuff on here around for ya and smooth out the process.
Thank you so much :D, regardless of how thought out or extensive the comment may be I'm always happy to hear people keeping up with the thread ^_^.
So thank you for your response :), and I look forward to your more elaborate post :3.

That would be absolutely fantastic, I didn't expect for so many things to happen and so many basic requirements to be as malfunctional as they are, causing the order of development to be out of whack and hold me back from starting the dedicated topic for the project, so I'd extremely appreciate what help you can provide with that transition :)!!

I'm very close to releasing the next update....but fell asleep while trying to iron out the last bugs so it's not ready yet xD;
The next update will include AI behavior for reacting to your players sound, smell and visibility. It will also wander about but that will be re-adjusted when the buildings are ready with pathfinding for the Trex to navigate around the buildings.
Also one of the Playmaker developers will be looking further into the issues I've had with the building location as they were planning to upgrade their network code soon anyway so hopefully there will be good news to report about that soon-though I don't know when/how long it will take for them to test it out.

SwiftIllusion
10-09-2013, 06:26 AM
A quick report before I need to run off for work-
I have everything I want in there for this next update, I'm just trying to fix the last few bugs that are happening.
I've expanded the update to include the 'capture' of each existing player in the room by the Trex (though it isn't animated),
where the players will be 'destroyed' until there aren't any left. Once there aren't any players left it will restart by re-creating
a player for you and a timer, that keeps track of how long the 'match' lasted for will restart.
This way though it isn't much, and there isn't a building yet or the emotion mechanics in place, it will give a layer of gameplay
that will make trying the update out and experimenting with the Trex's triggers at least a bit more rewarding :).

I'm hoping that I can fix it all before the end of tonight and can get an update out within the next 12 hours.

SwiftIllusion
10-09-2013, 08:01 PM
UPDATE:-
Multiplayer Test v0.5 now available

http://www.youtube.com/watch?v=9E0Dtzbm8DA
- Changelog -
*Added- TRex AI - chasing/seeing/hearing/smelling/catching(no animation for catching yet).
*Added- Player Sensory Triggers - Visuals for your Smell/Sound produced.
(Later won't be seen by other players. The smell visual and sound will be in easy mode, the sound visual
will be in standard mode, but in hard mode you won't be able to rely on those indicators, just on your
previous experience with them in earlier difficulties of the game).
*Changed- Size of Player Sensory Triggers - (throughout the play-test with them in-game I made adjustments compared to the example image earlier).

Download - here (http://filecloud.io/3tjubcp2)

Instructions
--Step #1- Opening your port -
In the future you'll be able to change the port,
but for now the player hosting the server will need to open port "5055"
If you haven't opened a port before, this site is your best bet for working out how (http://portforward.com/english/routers/port_forwarding/routerindex.htm).
-
--Step #2- Getting your "App ID" -
Register an account here (http://cloud.exitgames.com/), then visit this link (https://cloud.exitgames.com/Dashboard) to find your "APP ID" (Shown below your name)
-
--Step #3- Using the "App ID" -
Share the ID with anyone you trust and would like to try running the server with,
run "MultiplayerTest.exe", replace the "App ID" text with that code and press [go].
-
--Step #4- Starting the server -
Start the server for players to join by pressing [create room], that window will become the host.
-
--Step #5- Joining the server -
Once there is a room indicated to be open, join that room and your player will be created.
Like the video shows you can open multiple clients on the same PC for testing purposes.
What better time to post an update than 30 minutes after your parents wake up.......it has been a long night XD.

Anyway, yay the update is ready!
There's still no buildings or emotion mechanics so it's not going to feel like the final result will but it's getting there :).
And you can try to escape the grip of the 2 Trex's I kindly put right next to where your player spawns >:3.
Really hope you like it so far ^^!

A side-ish note on my 'game development ethic'.
One of the larger 'pet peeves' I have with the games industry as a whole these days, is how relaxed the majority are about game bugs, especially 'AAA' games.
I want players to have the best experience they can within my projects, while other studios are just like 'well it's a game you should expect bugs'.
Because of this I spend a lot of time bug-testing during development and whenever I find any I try to remove them a.s.a.p.
So my 'mentality' with developing these projects, is to build piece by piece, building up the mechanics from the core and expanding/adding further mechanics ontop of them as progress moves forward.
This does however cause a variation of pacing with progress as it can be dependent on how severe/what kind of bugs I find, but I'd just like to stress that this will make beta testing more about your experience at each stage of the game and how it can be improved/refined, rather than having to pull through and report constant bugs that disrupt your playtime.
I'm not throwing everything together and passing it to you to tell me all the bugs, then promptly ignoring 90% of them as I release the game, I'm working as hard as I can to squash them all before each update gets to you so that you get the best experience possible ^^;
Anyways, /ends rant on AAA games throwing all their money on graphics and fake CG trailers while cutting back on QA budget leaving games riddled with bugs xP.
Would love to hear your feedback on the experience so far with the AI. (An important note is that there will be many buildings for you to hide/duck in and out of to dodge the glare of the Trex's, so any tweaks to their view-distance/etc should be kept on hold until then).
And of course please let me know if you encountered a bug of any kind, with as much detail as you are able to give.

DrunkPunk
10-10-2013, 05:58 AM
I will be tearing apart, reflowing, wiring new cooling and should be up and running by the end of this weekend so that I can test it out! Muahahaha!

SwiftIllusion
10-10-2013, 06:20 AM
I will be tearing apart, reflowing, wiring new cooling and should be up and running by the end of this weekend so that I can test it out! Muahahaha!

That's great to hear :D! Goodluck getting it up and running smoothly :).
Look forward to your feedback ^^.

Also, speaking of great news, finally found a solution for the building generation issue :D!
So now I'm trying to find the best method of synching the physics of the buildings :)!!
If that goes well I'll be able to start this projects own topic soon ^^

DrunkPunk
10-10-2013, 06:25 AM
Awesome! Although, those lopsided buildings did have a certain..."charm".

Hahahaha! :p

RiotingSpectre
10-10-2013, 07:04 AM
I've been watching you the whole time and this picture just sums up everything so far...
http://s10.postimg.org/h0hkmc6pl/p0l07.jpg

Everything is lookin' awesome so keep it up!

SwiftIllusion
10-10-2013, 09:00 PM
Awesome! Although, those lopsided buildings did have a certain..."charm".

Hahahaha! :p
Haha, not sure the Trex's would have been as appreciative, trying to chase the player as the player got pushed away behind an invisible wall xD.

x3

I've been watching you the whole time and this picture just sums up everything so far...
http://s10.postimg.org/h0hkmc6pl/p0l07.jpg

Everything is lookin' awesome so keep it up!
hahaha XD! that totally absolutely made above and beyond my day :D
Really happy to hear you're enjoying the updates, shall definitely keep it up ^^!
I'm humbled by your support x3
http://25.media.tumblr.com/800ea8e79f49b40a940eaf4ba7c061c3/tumblr_mqg186d2zV1rjxfbno1_r1_500.gif

Was searching for some gif to respond with, not exactly fitting but I wanted to use it anyway just for its awesomeness xD

SwiftIllusion
10-12-2013, 05:46 PM
UPDATE:-
Multiplayer Test v0.6 now available
Note: In-game mechanics will cause your player to likely be slower when being engaged by a Trex,
so please don't take my maneuverability around them as an accurate example of future experiences.

http://www.youtube.com/watch?v=rcf-Dt2vLRs
- Changelog -
*Added- TRex Behavior - Many, many improvements to the Trex AI, including but not limited to-
* A* Pathfinding
* Massive changes to the way capturing the player works to be compatible with the addition of extra players.
* Line of sight (which can be broken by traveling behind a building)
* Trex will now travel towards the last location it saw you even if you break its line of sight.
* Further balanced the size of your scent/sound.
* If it smells you it will look around for you and if it sees you will chase after you.
* Many more tweaks
*Added- Multi-User compatibility - Multiple players will now function and be 'eaten' by the Trexs separately,
when all active players have been eaten all players will be restarted.
Important notes!:
When joining with more players, wait until the count of "Players In Games" has been updated/synched before you join,
otherwise there will be some issues (i.e. if you join a second window immediately after the first, when "Players In Games"
is still 0, you'll actually incorrectly spawn another 2 Trex's and it will break some mechanics in-place.)
*Added- Basic blocks to provide a method to try out the Trex AI.
From the center outwards is the representation of the small/medium/large widths of the city buildings.
*Changed- Updated the materials of the scene (the 'shadows' are now brighter and colors closer to what I want).

Download - US server - here (http://filecloud.io/8sq4vz3p)
Download - EU server - here (http://filecloud.io/zv2w56qe)

Instructions
--Step #1- Opening your port -
In the future you'll be able to change the port,
but for now the player hosting the server will need to open port "5055"
If you haven't opened a port before, this site is your best bet for working out how (http://portforward.com/english/routers/port_forwarding/routerindex.htm).
-
--Step #2- Getting your "App ID" -
Register an account here (http://cloud.exitgames.com/), then visit this link (https://cloud.exitgames.com/Dashboard) to find your "APP ID" (Shown below your name)
-
--Step #3- Using the "App ID" -
Share the ID with anyone you trust and would like to try running the server with,
run "MultiplayerTest.exe", replace the "App ID" text with that code and press [go].
-
--Step #4- Starting the server -
Start the server for players to join by pressing [create room], that window will become the host.
-
--Step #5- Joining the server -
Once there is a room indicated to be open, join that room and your player will be created.
Like the video shows you can open multiple clients on the same PC for testing purposes.
12+ hours of adding mechanics and 24+ hours of traveling through hell attempting to fix bugs,
and add tricks and safety nets to keep a laggy game client still functional.
That, was, madness.
To think a benefit to having a slow internet existed, it actually made dealing with the issues of
latency something I could actively test and work on. However it would be much nicer if the entire
world just had a globally fast internet so I didn't have to do that xD;


Anyways, really hope you like this update, it was an absolute nightmare to work on this,
but I think it's a big step forward for the project overall.
On that note, I definitely think this was the right choice-working on this project before moving
further forward with the MMO. It's being a really good way to work on all the various aspects
of what's necessary for a multiplayer environment in a smaller but wider scale.

One main thing though is that, because I've had to try so hard to get this to function with a slow connection,
I'm not really sure how it would appear on a faster connection, so whenever anyone is able to get the chance
to test this out I'd really appreciate hearing whether or not it looks okay for you.


In other news regarding the physics I had wanted to work on next, I'd done a lot of searching and ended up
asking some questions on the forums for the plugin I'm using to build this, which I was waiting for answers on
while working on this, I ended up not getting any answers. I found the method the majority mentioned,
but it seems I'm not able to use that so I'm not really sure how to move forward with it.
Because of this there may be a lot of testing/experimenting/crying in a corner, but I'll be focusing on physics
now until I'm able to get anywhere, and will keep you updated on any progress when it is hopefully made :).

P.S. considering how much I've had to chase after the Trex's to test their AI throughout this period,
it is going to be so weird when I need to test running away from them XD.

EDIT:
Just had success with manually setting up the main part of my plan for the physics testing,
have yet to see how much delay there is or how physics will react to it,
but it's all ready to start working on it when I'm back from work tonight :D
*fingers crossed* it might be working before the end of the night :D.

EDIT#2:
Made a bit more progress, but...now getting one of the strangest bugs I've ever seen,
will have to continue working on it tomorrow and try and work out what's going on.
One of the hardest parts working on a project like this, is Unity can't debug both the
client and the server at one time-so I keep having to switch back and forth and try
and find out which one is actually causing the issues.

EDIT#3:
It's really frustrating but regrettably even though I've tried countless variations of
methods already today to try and get the result I want, I haven't been able to.
A major issue is that there's no easy way to send an event to an object across
every client. When you try for example to send an event on a player character,
it sends that event to every player.
I'm trying to have it so that buildings will react to your character, rather than
to your characters state on the server, by changing the building objects 'owner'
to you. But I need to do that in every client, and distinguish it from other clones
of the same building piece. I don't think it's impossible, it's just crazy how many
ways I've already tried to do it, and I haven't been able to get any helpful
responses on the forum yet.
So it might take a bit, but this is an integral part of the project so I don't want
to move on with anything else until I've finished this now.

daikiraikimi
10-16-2013, 01:39 AM
No worries-- take your time. I hope you are able to get some help on the forum!

SwiftIllusion
10-16-2013, 01:51 AM
No worries-- take your time. I hope you are able to get some help on the forum!
lol talk about the timing of your response xD, probably missed seeing your post by a minute XD.
Thanks a lot for the encouragement, I hope I can get some help on the forums too ^^;


Report-
I, am, loosing, my mind @_@;
I was very close to what I believed to be a possible solution for one stage necessary for synching physics,
and then bam, all of a sudden I'm getting time-out disconnects from the server between 10 seconds and 2 minutes.
So currently I'm unable to even try and do any tests because I need more time than that to experiment,
and it's another issue I now need to try and solve.
However this is happening even in the demo scenes provided now-so I honestly have no idea what's causing it.
I've had to post in the network softwares forums, and I just hope they are able to be of some help with it.
So for now as frustrating as it is, I have to wait for a response before I'm able to make any progress,
and that's if it's even a helpful response.

What I can do though is start work on the interface and learning the system to set all that up, as I had planned
to work on the HUD after the physics was functioning-and this will be necessary for both projects regardless so
though it's not the progress I want, it's still progress.

I can provide an update on the 'mechanics' of the buildings collapsing at least.
To reduce server bandwidth and improve performance I plan to have, after the building is knocked by the Trex,
all the pieces that fall to the ground be 'destroyed' so there aren't a lot of pieces left on the ground.
It will make your character less likely to get stuck under the building which could have been frustrating,
however when you're in a building that collapses your anxiety level will rise sharply - and with the Trex nearby,
it will still provide a great risk to you. The only 'disadvantage' with this setup is you won't get to see a city
of collapsed buildings. Besides that though it's more beneficial to the project.

SwiftIllusion
10-19-2013, 03:22 PM
PROGRESS REPORT:-

TL;DR - able to move forward with the project again/synching physics is a possibility but changes still need to be made.

After solving the networking issue I had-which was honestly the most ridiculous nonsensical solution that was
completely random and flat out practically impossible to discover except by mistake like I did,
I've been back at work synching physics and finally built a trick to get it working, or at least, mostly working.
Though I have been able to get the physics swapping about between characters with test-objects,
theirs still an issue with how the actual objects of the building synch.
The way I have the building generate, for example with the wall, I've actually offset the mesh of the wall from
0,0,0, and so I just increase its height and rotate it around for each side. Example - http://puu.sh/4TWDJ.png
The problem with this though, is that when your client is telling another player where the wall is, it's rotating
that object from far away from the actual wall.
So it ends up spinning the walls around empty space, instead of rotating around themselves like the physics object does.
In short, I'll need to massively re-work how the building generation works to add positional offset on the x/y axis for each floor,
and then I'll have to see if that smooths everything out correctly.
There's also the occasional issue where 2 players make eachother the owner of an object at the same time,
it then ends up being frozen in place, so I'll need to tweak that after making the changes to these objects.
And then I'll also need to clean up the actions and add them to every building piece (I only added them to the 'medium' sized
building for testing purposes-but there are a variety of actions which I need to change for each individual object).
Sooo.....yeah, there's still a bit to do before I can see what the final results will be, but at the very least this
means that the buildings will be able to be tackled by the Trex's and collapse as intended :)!!


Further details on the network bug for those who might like to know why I've lost so much sanity over it xD;
PROBLEM::
The project randomly started disconnecting a few days ago in less than 2 minutes, sometimes it only stayed connected 10 seconds, making it impossible to make progress.
SOLUTION:
In the Unity Program, open up the online store from the menu, close the store, open the store again - have it tell you that you aren't connected, then close it again, exit Unity and restart it. Then Photon Networking (the networking program I'm using) which has absolutely nothing to do with the Unity store which I hadn't even opened for at least a month, started working again...
NOTES:
This also affected my built .exe of the project, which was outside the software and therefor not even close to the store which I opened inside Unity.
Seriously, NONE OF IT MAKES EVEN THE SLIGHTEST SENSE.
And doesn't seem even close to possible.
Oh and...it ended up happening twice again last night....
Like seriously, HOW.

Soooo...yeah, my Sanity = Spent.
Hence why I'm planning to spend tomorrow before work designing another project to wind down a bit xD;
Designing games is really relaxing for me and I've had another one floating about my head recently.
(No worries though as this is planned as a project in the future. It's just a way to relax a bit before getting
back into this ^^; Also my work days are mixed around a bit this week so I'll have the day after tomorrow off,
so I can work late tomorrow night/through the rest of the next day to get back on track with this :). )

DrunkPunk
10-21-2013, 11:56 AM
I've lost so much sanity

This is assuming we thought you were sane to begin with! :D

SwiftIllusion
10-21-2013, 06:11 PM
This is assuming we thought you were sane to begin with! :D
haha XD good point, makes me feel a bit better knowing I at least haven't lost it then xD.


Progress report.
Finished editing the rotation point of the mesh and the buildings generation and it solved what I had hoped it would,
so now I'm now just making a lot of adjustments to how the building collapses and tweaking how it switches between players.
So if it's nice to me I'll hopefully have a video up at the end of tomorrow (about 24 hours) with at least one player,
and then final adjustments and adding all of the necessary functions to the other building sizes the day after that.
Most likely after that I will be adding the Trex action for swinging at the building and causing the collapse,
then moving on to adding the mechanics for anxiety/fear.

DrunkPunk
10-22-2013, 05:43 AM
Good deal! I'm looking forward to the vid. :D

Some questions: When the T-Rex hits the building and collapses it, will it pancake from the top or from the point of impact? Will there be time to escape the building, jump out a window or something? When your Fear level reaches maximum and you freeze, will it timeout or will we have to wait for another player to come get us? If I'm playing solo, will the other "players" have AI and be able to come save my ass?

SwiftIllusion
10-22-2013, 06:51 AM
Good deal! I'm looking forward to the vid. :D

Some questions: When the T-Rex hits the building and collapses it, will it pancake from the top or from the point of impact? Will there be time to escape the building, jump out a window or something? When your Fear level reaches maximum and you freeze, will it timeout or will we have to wait for another player to come get us? If I'm playing solo, will the other "players" have AI and be able to come save my ass?
Happy to hear that :D.

"When the T-Rex hits the building and collapses it, will it pancake from the top or from the point of impact?"
The T-Rex will swing its tail in rage and the point of impact and most damage will be at the second floor,
meaning there will likely be a tilt in the way the building collapses depending on whether the T-Rex just hit
a wall or hit the corner of the building and damaging 2 walls.
However the impact will destabilize the building from bottom to top, and every part touching the ground will
be destroyed in a cloud of dust so it will eventually fall regardless.

Will there be time to escape the building, jump out a window or something?
There will indeed be time to escape, that's one of the things I'm tweaking right now-the speed that the
building collapses ^^.
Also before the T-Rex attacks a building it will be 'solid' and you won't just be able to push out the wall, etc,
but after the impact your character will be able to push its way through the falling parts to escape.

When your Fear level reaches maximum and you freeze, will it timeout or will we have to wait for another player to come get us?
As long as your anxiety level isn't at maximum, your fear level will decrease when a T-Rex doesn't have its sights on you.
The only time your fear would reach maximum is if you are close to being eaten by a T-Rex that's on its path towards you,
so there won't be any timeout for a character frozen with fear-they'll either be eaten, or a player that has a lower fear level
will run towards them, balancing their emotional state and removing their frozen status, and in the process possibly saving them.

If I'm playing solo, will the other "players" have AI and be able to come save my ass?
It's designed for 3 to 5 people, however depending on the balancing stages during multiplayer testing later on 2 players may
be possible, but it won't be solo as building player AI for this projects mechanics would be practically impossible,
and its dependent on the teamwork.
There may be a solo option for the 'Survival' mode if that is included though as its goal is more direct and as approachable
regardless of team size.


Thank you for the questions :), I hope the responses were positive overall.

DrunkPunk
10-22-2013, 09:00 AM
Thank you for the questions :)

Of course! Wanted to get things laid out and answered just in case others look in on this and think "Hmm...". I'm excited to see you working on this as I think it'll be a fun game! Plus, now that I know I can "push" through walls to get out of the building as it collapses...hehehe, I'm gonna have fun.

SwiftIllusion
10-22-2013, 06:25 PM
Of course! Wanted to get things laid out and answered just in case others look in on this and think "Hmm...". I'm excited to see you working on this as I think it'll be a fun game! Plus, now that I know I can "push" through walls to get out of the building as it collapses...hehehe, I'm gonna have fun.
^^.
I'm really happy to hear you think it'll be a fun game :), makes me all the more inspired to keep up the progress :3.
I really can't wait to be able to push forward past the chaos of this physics issue and start building up more of the games mechanics,
so you'll have the opportunity to try out a more complete product and begin to have fun experiences with it as it shapes up
and have a more clear idea of how it may feel upon completion ^^! I've known the feeling of having been excited for a project
then becoming utterly disappointed by the result, however I aim to work towards an enjoyable experience for my players where as most
studios these days seem to simply be satisfied by completing a product.
So I plan to work hard beyond the 'state of completion' to provide the best experience possible for those playing the project :).
I know an early project I developed just for a 1 month game jam thing, I kept working on for a month after that until I was satisfied with it xD;
Anyways, moving on xD;

A WIP progress report, video demonstration of the buildings collapse (though it is regrettably plagued with a ridiculous bug at the moment)

http://www.youtube.com/watch?v=IIgegijjp38
So in the video, the building starts bright blue in the 'server' and dark brown in the 'client', when you take over ownership of an object
by colliding into it, it turns blue....however, as you see for I have no idea what darn reason, the entire top floor, walls window and roof,
also somehow are changed-except they are only changed on the client, and they are all set to the same object ID as the floor below you,
the only part you're actually intersecting with.
It, is, driving me, crazayyyyyyy...I can't even begin to think what is causing it, when logically it can't be happening.
Have been working on it for the last 2 hours but I wanted to share a video with you regardless before I might fall asleep, and I've got work today.

At the moment their is no 'impact' via the swing of a T-Rex tail so the fall of the building is a bit more stable/less chaotic than it will be,
but at the very least the video hopefully demonstrates the advantage of this physics transfer I'm working on-it means instead of falling
through a floor that you don't know has already started collapsing on the server, you'll be able to react based on the building parts you see
and have more control over your escape. It will make the experience a lot more fluid for you without having to rely on a perfect internet connection.

SwiftIllusion
10-25-2013, 07:16 AM
IIII DIIIIIIIDD IIIIIIIIIIIIIITTT!!!!!!!!!!!!!!!!!!!!!!!!

I have synching physics functional and recorded with 3 players!!!!!!!
Please forgive my extreme enthusiasm at the moment xD;!
I've pretty much spent the last 5 minutes bouncing around my house squeeling rofl.
Seriously this has been the most complex thing I've had to try and get working so far,
after testing and testing and thinking and brainstorming I ended up practically rebuilding
it from the ground up again, and though I don't have time to upload the video because
I've got to run to work soon it is so good!
I didn't expect it to look nearly this good considering my internet lag, but watching it
through multiple times I can see each character changing the ownership of each building
piece immediately and no collisions, bouncing off parts properly and none of the issues
before even at the earlier stages where multiple characters would change a piece at the
same time and it would end up being stuck in mid-air.

I haven't had any time to tweak it or thoroughly test it further but it is definitely working,
so I'll have a video to share with you all soon :D!

DrunkPunk
10-25-2013, 09:00 AM
I've pretty much spent the last 5 minutes bouncing around my house squeeling rofl.

Like... a squirrel? ;)

Yay! Glad you finally put the pesky physics in its place. Woohoo!

SwiftIllusion
10-26-2013, 04:33 PM
Like... a squirrel? ;)

Yay! Glad you finally put the pesky physics in its place. Woohoo!
hahaha, just about XD
00:20~00:48 - my reaction to it working - http://www.youtube.com/watch?v=hwWzHqipWug

Thanks, I'm glad too for like a trillion zillion reasons xD;!
Means this project will be achievable and I won't be losing a vital part of the experience :).


PROGRESS REPORT:-
Final demonstration of the buildings collapse

Prepare for what I hope you will consider a bunch of awesomeness :D!

http://www.youtube.com/watch?v=Ej49aOisUhE
Worked hard today making various adjustments, changing it to be readily functional when the T-Rex will
be the one swinging its tail to cause the collapse, play-testing and tweaking the fall speed, etc,
as well as adding additional details like the effects and sounds.
This is a simulated demonstration of a collapsing building after a T-Rex swings its tail through a corner
(I have an object pushing through a corner as a temp stand-in until I animate the T-Rex for this).
I'm controlling the player in the top right, and as you can see in the bottom right screen I'm eventually
able to escape with a well timed roll. I want it to be achievable to escape, but not completely lose
the intensity of the moment, so it's still a challenge and trying to find your footing while falling towards
an escape direction, but it can of course be tweaked in the future based on more player feedback.
Also of note - the sound of the collapsing objects is in 3d and located at the point each piece lands,
however currently it's mostly playing from the distant camera and not the players,
so that I can record it and not have 4 sounds being triggered at the same time.

Insanely happy with this, hope you all are too :)!
Especially after the little information I did find related to synching physics, people still said not to bother
with it xD; But this was vital to the experience so I'm glad to have it working as intended,
sorry it took as long as it did though.
Now that this is finally complete I'll be updating the documentation etc and preparing/posting a new topic
for this project specifically, I hope you'll also join the discussion on the project there ^^!

CesarYAtique
10-27-2013, 03:39 PM
Is this on OUYA?

SwiftIllusion
10-27-2013, 10:10 PM
Is this on OUYA?


Q: What platforms will this be available on?
A: The beta stage of this project will primarily focus on the OUYA and be refined
for play on that. Once it is free of any bugs/balances for the mechanics have been made it will then be released on PC.

Q: When will an OUYA build of the project be available to test?
A: At the moment I'm having to consistently make changes and rebuild/test the project
so it is far easier to just make builds on the PC during this period of development. However once more mechanics
are implemented and it reaches the point where I'll be trying to test balancing, I'll start making OUYA builds to
also test performance on the console.

Yes it will be on OUYA :).

DrunkPunk
10-28-2013, 09:13 AM
Alright, new thread is ready to roll Sir Squirrel! Let me know if I missed anything or if you need anything else...so long as it's not physics giving you trouble again as I'm no where near the wizard you are. ;)

SwiftIllusion
10-28-2013, 01:48 PM
Alright, new thread is ready to roll Sir Squirrel! Let me know if I missed anything or if you need anything else...so long as it's not physics giving you trouble again as I'm no where near the wizard you are. ;)
It's seriously awesome, thanks again so much :D!
hahaha, darn, alright I won't :).

SwiftIllusion
10-30-2013, 05:01 AM
Progress Report:-
I've got the T-Rex prepared for the interaction with buildings, animation/AI all setup ready for testing,
however after setting up the building to spawn more structures, when it collapses there were crazy lag spikes,
even though it's still only one building. So I'm going through all the code and re-testing pieces and optimizing it
to try and fix that issue.

DrunkPunk
10-30-2013, 05:06 AM
Oh no! The T-Rex broke the building!
(Bad joke, bad joke)

;)

SwiftIllusion
10-30-2013, 05:09 AM
Oh no! The T-Rex broke the building!
(Bad joke, bad joke)

;)
Haha, looks like it did in more ways than I wanted it to XD.

DrunkPunk
10-30-2013, 05:41 AM
You could write a troubleshooting book after all the glitches you've had to fix! I have no doubt that this latest bit will even be a challenge for you. :D

SwiftIllusion
10-30-2013, 05:56 AM
Rofl pretty much XD.
"The guide to 101 bugs you never thought could happen" XD.
Considering my journey through the last problem I sincerely hope not or I'll transform from a squirrel knight to - http://www.youtube.com/watch?v=MkWMC3PZnxg

DrunkPunk
10-30-2013, 06:11 AM
Hahahaha, nice!

SwiftIllusion
11-05-2013, 10:29 AM
http://www.youtube.com/watch?v=MkWMC3PZnxg, was me yesterday.
Today I'm closer to
http://puu.sh/59ni4.png

I don't want to be the bringer of bad news, but more so than that I don't want to leave you in the dark not knowing what is going on.

That physics I went through hell trying to get working? It dragged me back and threw me about 9001 layers further down.
Currently objects are causing major lag (down to 5fps) if they are falling within 33.5 y height of the ground,
if I move the ground and building to Y 100, it causes major lag when falling below 133.5 y,
if I move the ground below to -50, even after the building collapses to the ground and stops falling (I disabled it destroying pieces for testing purposes),
it ends up stuck at 5fps until it crashes.
This was all because I tried a few of the basic optimizations while trying to fix the lag caused by multiple buildings
(note all that lag above is from one building, oh and when I join with a character I run into invisible walls that shouldn't
ever exist and I can't even walk down the stairs anymore because of an extra invisible floor).

There is no way in any stretch of the imagination I would have been able to foresee being screwed over so much by Unity.
I have no idea how to tackle it because none of that has to do with my code. It's basically guess work at the moment.
I'm seriously crushed at the moment after having finally having everything working, feeling finally confident enough to post this,
then on my week off I had planned to finish off the game, I end up with as much madness as described above.

I think I'll take a break from physics tomorrow and start the implementation of the HUD for the character and the anxiety/fear
mechanics in an environment with the original stand-in blocks to get on top of so I can get some progress going hopefully.

DrunkPunk
11-05-2013, 10:34 AM
Well camel poo! And here I thought you had wizarded the pesky physics into submission. You'll get it Sir Squirrel! I have faith! :D


I run into invisible walls that shouldn't
ever exist and I can't even walk down the stairs anymore because of an extra invisible floor.

I went into the forest one time, ate these berries and had a similar experience...

SwiftIllusion
11-05-2013, 10:46 AM
Well camel poo! And here I thought you had wizarded the pesky physics into submission. You'll get it Sir Squirrel! I have faith! :D

I went into the forest one time, ate these berries and had a similar experience...
Hahahaha thanks,
with a response like that my mind just might hold out for another few days :).

SwiftIllusion
11-08-2013, 04:36 AM
MINIGAME - POT SMASHER:-
"A strategic slow motion chain reaction pot smashing arcade mini-game"

http://puu.sh/5bRPo.png

http://www.youtube.com/watch?v=Mzhlx0RF8-I

Play it here (http://www.scirra.com/arcade/action/10075/pot-smasher)

Surprise...A game, and it's complete :D!!......
Before anyone starts throwing objects at me or such, this was only a quick and already complete 'diversion' ^^;
for which my reasoning is below, back onto this project again now.

I've been really frustrated that it's been this long and I still haven't been able to get something finished for you,
so I took advantage of my time off work to spend a day making this HTML5 game in an engine that treats me better than Unity,
hoping that you might be able to get some fun out of this as an attempt to try and dull as much as possible the mass of painfully
frustrating bugs and issues that have popped up and caused me delay on these main projects.


Hope you have fun with this ^^

DrunkPunk
11-08-2013, 07:15 AM
Hey, if you need to take a break from kicking physics' ass by making a pot smashing game, then go for it Sir Squirrel! :D

I'm on board for anything.

SwiftIllusion
11-08-2013, 11:35 AM
Hey, if you need to take a break from kicking physics' ass by making a pot smashing game, then go for it Sir Squirrel! :D

I'm on board for anything.
Thank you very much for your understanding and continued support :)!

Was thinking maybe if I haven't been able to finish in another fortnight then I'd ask people for genre/game type suggestions that could work in 2d and pick a few of those/most popular ones that I believe could be done quickly with limited graphics and make another free mini-game for you all. Some kind of incentive/positive outlook for the future for you to look forward to even if the development of this is struggling.

SwiftIllusion
11-11-2013, 04:40 AM
Progress Report:- Good news!
I've finally have at least a firm grip back on the physics functionality ^^!
I've now been able to get 4 full buildings falling at an average of 50 fps and fluctuating around 10-30fps when collapsing.
And with just 3 buildings it fell at an average of 60fps and when collapsing it kept a fluctuating average of 30fps (just dropping below a few times but nothing game breaking).
I'm still trying to fix bits and pieces and re-testing it with players, but hopefully the improvements to the performance above should still stay and that should function fine (the chance of even 3 buildings collapsing simultaneously during gameplay is extremely unlikely).

SwiftIllusion
11-12-2013, 05:23 AM
Project status update:-
I want to let you all know that I'll be taking a short break from this project as I've received the great honor of being able to work on an exciting mini project in HTML5 like the most recent game, and I couldn't be happier so far.
I would be extremely disappointed if this took even 2 weeks so it shouldn't be long, but it's a great opportunity that will lend itself to the future of this and other projects we work on and I'm sure you'll be able to enjoy it when it's completed as the design for it is already looking to be a ton of fun. I'll be sure to update you a.s.a.p if the estimated development time ends up stretching further and/or when I'm back working on this.
I promise the experience will be worth the delay and I look forward to seeing your reactions to this new project :)!

SwiftIllusion
11-20-2013, 06:04 AM
Just wanting to update to keep you all in the loop and let you know what's up.
I will of course still be coming back to this so don't worry about that, and the project has been going really well
and shaping up to be crazy fun to play, so I can't wait to share it with you all in the future :).
Also the art I've been working with is so darn awesome, so this is an opportunity for me to be able to present
screenshots and videos without begging people to forgive the graphics and give the gameplay a shot.
I hope you can understand my decision and forgive this delay, especially with the mechanics evolving as well as they are.
Good news is the development has been smooth so I should still be back here soon and I'll let you know if anything happens
that would cause a delay. I'll at least post another status update in about a week.
Of course you're still free to discuss this project here any time :).

DrunkPunk
11-20-2013, 06:32 AM
But of course you are forgiven! I've just been sitting here...waiting for an update...

;)

SwiftIllusion
11-20-2013, 02:50 PM
But of course you are forgiven! I've just been sitting here...waiting for an update...

;)
Thanks so very much for your understanding and patience, I'll do my best to make it worth it :).

DrunkPunk
11-21-2013, 06:35 AM
Thanks so very much for your understanding and patience, I'll do my best to make it worth it :).

Just put a super secret game mode in there where I can switch to the T-rex and eat my friends! Muahahaha! :D

SwiftIllusion
11-21-2013, 06:44 AM
Just put a super secret game mode in there where I can switch to the T-rex and eat my friends! Muahahaha! :D
haha XD. Well I could at least try and have it so that when you die you'll be able to watch the rest of the match from a T-Rex camera view if that helps xD.

DrunkPunk
11-21-2013, 06:47 AM
haha XD. Well I could at least try and have it so that when you die you'll be able to watch the rest of the match from a T-Rex camera view if that helps xD.

Whoa, that's a great idea!

SwiftIllusion
11-21-2013, 06:54 AM
Whoa, that's a great idea!
^^ happy to hear that.

DrunkPunk
11-21-2013, 06:57 AM
^^ happy to hear that.

Brain storming! We're awesome. I can get into this kind of teamwork; I come up with stupid ideas and you do all the work! ;)

SwiftIllusion
11-21-2013, 07:07 AM
Brain storming! We're awesome. I can get into this kind of teamwork; I come up with stupid ideas and you do all the work! ;)
Haha XD yup.
Me too :), though I think I'm getting the short end of the stick here xP.

DrunkPunk
11-21-2013, 07:11 AM
Yep! But you're Squirrel-tastic, so I'm positive you can handle it. :D

How's the HTML5 project progressing?

SwiftIllusion
11-21-2013, 07:24 AM
Yep! But you're Squirrel-tastic, so I'm positive you can handle it. :D

How's the HTML5 project progressing?
:)

Going really really well :D, the design I developed for it is turning out exactly how I had hoped it would,
so it's becoming a very deceptively easy but very deep and crazy fun experience.
A great balance of 'easy to play, hard to master' that pretty much everyone wants in their game tagline these days xD,
except it's properly true for this project :). And it's not reliant on crazy reflexes and the likes for only the best gamers,
but rather there can be a lot of strategy and thought put into how to play it to gain the best scores :).
If I didn't have a temporary time limit at this stage for the game I'd already be able to get stuck in it forever,
and it's still only half done :D.
Also the team I'm working with is so awesome so it's equally a ton of fun to work on :).
Thanks for asking ^^.

DrunkPunk
11-21-2013, 07:28 AM
Glad to hear it is going well. No physics debacles on this one then, hahaha!

SwiftIllusion
11-21-2013, 07:30 AM
Glad to hear it is going well. No physics debacles on this one then, hahaha!
Rofl nup :D!

SwiftIllusion
11-30-2013, 07:34 AM
Another progress report of my status-
The project has been going really well and it's just short of one last core mechanic,
then it will just be a matter of expanding what already exists.
Also some possible great news,
there is the potential this other project could also come to the OUYA :D.
The game creation tool I'm using now has a compatible export to the OUYA, so though I haven't tried
it yet the game is compatible with the Xbox360 controller in the web version (if using Chrome),
and the team has also mentioned it would be cool to have it on the OUYA :)!
So that's exciting news :D.
It's shaping up really well and feedback has been positive so I can't wait to finish it off
and show it to you, then it will be back to this project.

My only concern at the moment is I might be getting sick again >.<; like the sick which made
development more of a nightmare for 3 weeks or so, which is ridiculous, I don't want that again.
Hopefully it clears up a.s.a.p. but I'll let you know if any delay is caused.

Take care everyone and I'll be back to update you again later :).

SwiftIllusion
12-07-2013, 08:55 AM
So, the project I'm working on,
is Bimey! :D
http://www.bimey.com/
I'm developing a mini promotional game for their website with their assets to promote the full game they are developing,
that centers around their main character and the bombs he has for eyes which can affect his surroundings in many ways.
It's what I would consider an action-strategy rogue-lite platform arena game,
and you can find a video of gameplay on their facebook page here :D.
https://www.facebook.com/photo.php?v=622261061171948
As described there are more enemies to come, along with the final art and gameplay structure adjustments.
So all the mechanics are now ready and it's just a matter of expanding what's there.
I really hope you like the gameplay shown and I can't wait to get the full game to you :)!

Timo
12-07-2013, 08:02 PM
I just want to say you've been nothing short of awesome in development of this little project. Testing this has been so much fun, but what I really wanted to say was..

BEEEEEEEEEEEEEs!!!!!!!!!!!!!!11
http://i.imgur.com/pxWTANz.png

SwiftIllusion
12-07-2013, 11:23 PM
Thank you so very much ^^; I've had an incredibly awesomely epic experience being able to work on this project with you all :D.

Haha that's still my favorite WIP screenshot ever XD.
Totally forgot to post a screenshot, here's a fun one during the early stages of boss development.
Have allll the clones :D
http://puu.sh/5Fq9I.png

Also here is one Timo showed me where he ended up becoming invincible XD
http://puu.sh/5Fq6g.png

Warzard
12-08-2013, 01:22 AM
Thanks for the pics. Looking good so far!

SwiftIllusion
12-08-2013, 05:02 AM
Thanks for the pics. Looking good so far!
No worries, happy to hear you like what you see so far :)!

SwiftIllusion
12-17-2013, 04:28 PM
Still moving forward with progress on the project, and here's a full gameplay video to show the latest enemy additions, bomb effects and new background art :).


http://www.youtube.com/watch?v=kOba4CqfOKI

Hope you like the video and I look forward to getting this completed and prepared for you to be able to play it yourself :D.

Jakenut86
12-17-2013, 04:37 PM
its pretty :)

SwiftIllusion
12-17-2013, 05:48 PM
its pretty :)
Glad to hear that, I definitely enjoy what they've done with the art ^^.

SwiftIllusion
12-26-2013, 08:34 PM
Aaaaaand complete, :D!

http://www.youtube.com/watch?v=axWsDwZ0Q6w

You can see their post here on facebook :)
https://www.facebook.com/BimeyAndFriends/posts/631850310213023
And play the game here
http://www.bimey.com/webgame.html

I really hope you enjoy it :)! If you do please consider sharing it around,
regrettably we haven't yet found a solution to get it onto the OUYA so we
can't post its own page, but any more people seeing it is a good thing ^^.

Timo
12-27-2013, 05:12 AM
Can't say enough good things about working with you!

Hope everyone enjoys it, and I'll be keeping my eye out for anyone challenging my high score! :)

SwiftIllusion
12-27-2013, 04:01 PM
Can't say enough good things about working with you!

Hope everyone enjoys it, and I'll be keeping my eye out for anyone challenging my high score! :)
Right back at you :D, it's been the greatest pleasure :)!

Indeed, you've still got the crown at the moment.

SwiftIllusion
12-30-2013, 05:01 AM
So...an update on what's going to be happening next.

I fear that as much as I'd like to complete this project, I'd be better off taking what I have learnt with it, which was valuable,
and moving forward with another idea. It's really frustrating that a physics engine like this - http://www.youtube.com/watch?v=lXwDHGexoio
can exist, but Unity doesn't like a building of blocks falling. In the end Unity suffers from the same lack of quality in most software,
sure it has 'features', but at the end of the day it's just enough features to make people purchase it, and it's always holding back
so that it can release updates which you'll also need to purchase, It's a problem that basically goes back to the world being run with currency,
which I could rant about forever.
I can design all I want, but I need the tools/resources to bring those designs to life otherwise they are practically worthless.
If I get the opportunity to come back to this I definitely will, but I just don't think Unity will work for this and I don't want to
lose my mind wasting more time on physics lag/issues.

But to get to my point, I've learnt enough to help with the MMO and the volleyball game will be possible, but I feel it would be
better to start with something that may likely have more people being able to get into, rather than a game like volleyball
where most people could dismiss it as basic like others have been without first giving it a chance.

So my idea is I'd like to start work on creating a Mario Party/Board game/RPG/esque type of game, which I believe is a genre/type
of game that seems to be lacking, and hopefully something you'll be looking forward to at least as much as you had been this project.
With this though, I plan to be using our MMO characters for it :)! Which is a step forward in a positive direction for sure.
I plan to spend this week fleshing out a design for it, and starting work on it next week.
Anytime someone asks about a game like this it's just 'well there is Mario Party', though I won't be shoving a billion mini-games in mine,
I plan to make something more board-game-rpg-esque and fun.
Also a flaw with all those games I've found is none of them has online multiplayer (unless a new version does and I didn't see it?).
So for people who have friends online there's no real option for them.
I also plan to have this offline multiplayer too though :), but you'll need to pass around one controller (I can't setup multiple controllers).
Though this project will lack AI I plan to design it to be fun for 2 players as well and not just 4 as most are.
I'd like to aim for 3-6 months development max, putting in more hours than I had been with this project, but last time I tried to give an
estimation it proceeded with 3 weeks of the worst cold/flu/etc I've had and weeks in-between dealing with Unity bugs I had no way of solving.
Hence the larger leeway in the estimation this time.

I hope that you'll understand, and this will be a closer step towards the MMO :), so hopefully you'll also like that.
I'll be posting a question regarding this design in general gaming in a moment :), as I'd like to know the interest in something like this and
I'd like to know whether people would prefer a co-operative game or a vs game or a mix of both.

RiotingSpectre
12-30-2013, 05:05 AM
Yes! F***in' Mario Party style game up in this man-bitch! Totally approve, SwiftIllusion. Concerning the other matters at hand... You gotta do what you gotta do.

SwiftIllusion
12-30-2013, 05:07 AM
Yes! F***in' Mario Party style game up in this man-bitch! Totally approve, SwiftIllusion. Concerning the other matters at hand... You gotta do what you gotta do.
Haha, I honestly couldn't be more happier than to hear a response like that from you Riot ^^!! Thanks ever so much, I look forward to starting it now and hoping you enjoy it for sure :D

RiotingSpectre
12-30-2013, 05:14 AM
Haha, I honestly couldn't be more happier than to hear a response like that from you Riot ^^!! Thanks ever so much, I look forward to starting it now and hoping you enjoy it for sure :D

Lol, don't mention it. Sorry I haven't been responding to you in quite some time, but you always have that Intoxicated Punk saying all my lines before I can. Tch, that damn Intoxicated Punk with ninja speed. A Mario Party style game is exactly what OUYA needs and if you're the first out the door then expect a lot of praise.

SwiftIllusion
12-30-2013, 05:33 AM
Lol, don't mention it. Sorry I haven't been responding to you in quite some time, but you always have that Intoxicated Punk saying all my lines before I can. Tch, that damn Intoxicated Punk with ninja speed. A Mario Party style game is exactly what OUYA needs and if you're the first out the door then expect a lot of praise.
Awww, regardless I'd still love to hear from you more often even if it's the very same lines :), but I understand and appreciate you letting me know ^^.
Maybe any time you want to a say a similar response you could say it backwards and I could respond backwards XD! I dunno xD;
Then he wouldn't look like the 'intoxicated punk' xD! We would xD

I'm really glad you agree, a party game would surely be appealing for the OUYA ^^, I look forward for as much as I'm nervous hearing your opinion of the design when it's done :).

DrunkPunk
01-07-2014, 12:26 PM
Then he wouldn't look like the 'intoxicated punk' xD! We would xD

Not to worry, I think it's coded into my DNA! :D