tescott

Heh. DB42 was my first game. Ever. HUUUUUGE learning curve for me. The dragon game I'm working on now is actually derived from one of the debug modes I had in DB42 for flying the robot around instead of having to use teleporters everywhere.

I'll definitely keep ya posted.

Thanks,
--tim
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tescott

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tescott

Things are getting close. I've got a bunch of levels yet to make and have to put time into adding set dressings (grass, rocks, trees, etc.), but it's coming together.

Latest gameplay video here:

http://www.youtube.com/watch?v=4h2qCpmGMNs

--tim
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Work on my dragon game continues unabated. Received some animation critiques from a new artist I've hired and the results are shown in this quick 1 minute video update:

http://youtu.be/r1AgtjBaaIM

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ElithX

Hi Tescott, I recenty signed up to the forum, and just went through each of your videos. I love the process of your development. I'm looking forward to seeing future updates as you continue to progress.
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tescott

ElithX,

Thanks for the comment!

Here's this weekend's snapshot:

http://youtu.be/vfb4rliNN4A

The main critique from my artist is that the dragon motion doesn't really follow the "line of action". As he flies about, he really should be looking in the direction of motion and have his body (arms, legs, head) react depending on where he is headed. This was kind of a sticking point for me because I wanted to keep the physics as simple as possible without having to introduce a bunch of "special-case" handling depending on whether he's carrying something or not (which is a key element of the game).

I decided on a compromise. When he's carrying an object (gem, sheep, or whatever), his line of action is minimized and he keeps his feet down to carry the object but still tilts slightly depending on his motion. When he's not carrying something, his body is more fluid and follows the line of action.

Doing this, I was able to nuke a bunch of the directional animations I had created, and just rotate the root bone around. I had two states: body and eyes (for eye blinking), and a bunch of individual animations depending on whether he was walking, flapping his wings, flapping his wings and carrying something, flapping his wings and carrying something and flying up, etc. etc. etc. I opted for a third animation state: wings, and was able to minimize the body state into just a few animations:

- walking
- idle
- idle flapping reaction
- soaring
- soaring flapping reaction

When the user hits the flap wings button, the reaction animation is assigned to the body state, and the wing flapping motion is assigned to the wing state. These are one-shot animations whose beginning and end are identical to the non-reaction animations... so I don't really have to do anything if the player isn't hitting the flap button. The idle / soaring animations are assigned based on how fast the player is flying, or if the player is on the ground. If the player is on the ground, and moving left / right, then walking is assigned to the body.

It took a lot of trial-and-error to get things to "feel" right. I wanted the smallish wyvern to have a lot of quick speed and changes, but wanted the large dragon to have a slower, more lumbering feel. Trying to balance these motions out and at the same time give the player a quick response to input was... time consuming.

Anyhow, I think things are looking a lot better than they were.

--tim
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Nate

Yeah, it looks quite a bit better now! I think one thing that might really help is animating the eyes. Currently he seems wide eyed, looking wherever his head points. It would be great if he looked along the vector his whole body is moving.
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tescott

Just posted a YouTube video demoing gameplay and new graphics:

http://www.youtube.com/watch?v=TCkLYmQGf8I

--tim
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JuanluGC

The gameplay mechanics looks fun!

Maybe you need split the wings into a few pieces for make a fluid flight animation.

The game looks really funny. Good work!
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tescott

The game finally has a name: Dragon Swoopers!

Looking for beta testers. If you have an Android device and are interested in helping test things out, sign up using this link:

http://tflig.ht/12PaXoq

Thanks!
--tim
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tescott

OMG! Dragon Swoopers is now out on Google Play!!!

https://play.google.com/store/apps/deta ... baublebird

...and it only took 9 months, 800 commits, and 3 different artists to get it there! :)

Grab eggs! Score coins! Capture gems! Kill sheep and cows! Wahoo!

Thanks to Nate and Shiu for the super awesome Spine tool! That really helped for making cool looking animations. Thanks guys!

--tim
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