Jump to content

Haydenmango

Members
  • Posts

    438
  • Joined

  • Last visited

Blog Entries posted by Haydenmango

  1. Haydenmango
    So I've been researching snowboarding lately to get an idea of what animations and mechanics I need to create for my game.  I have learned lots of interesting things since I've only seen snow once or twice in my entire life and have never even tried snowboarding or any other board sports (skateboarding, surfing, etc.) for that matter.
     
    Snowboarding tricks are quite interesting as they are mostly derived from skateboarding.  Snowboarding tricks pay homage to their equivalent skating tricks by sharing many concepts and names.  For example basic grabs in snowboarding share the same concepts and names as skateboarding: indy, mute, method, stalefish, nosegrab, and tailgrab.  Something interesting to note is in snowboarding you can grab Tindy or Tailfish but this is considered poor form since these grabs can't be done on a skateboard (due to the board not being attached to the skaters feet) and grabbing these areas is generally something a novice snowboarder does when failing or "half-assing" a normal grab.  Check out this diagram to see how grabs work -
     
     
    So, after reading lots of text descriptions for tricks I was still confused by what all these terms meant and how they were actually applied.  So my next step was to look up these tricks actually being done and I found some really cool videos showing off how to do various tricks.  This video in particular is the best reference material I've found as it contains nearly every trick back to back with labeled names and some tweaks -
     
    Sadly my rigged model doesn't handle leg animations with the snowboard that well so I can't animate as many tricks as I want to.  Regardless there will still be around 15 total grab/air tricks in the game.  Now it's time for me to stop procrastinating and start animating!  
  2. Haydenmango
    I will share a bit of the past of Hunt For Food before going on to the future.
    Hunt For Food has been an ongoing project that I have worked on for nearly two years now. I started with the idea of making a survival game and realized I was biting off more than I could chew pretty quickly. Instead of giving up and working on smaller games I decided I would use this one project for my game development education.
     
    The main reasons why I decided to work on one big project were:
    - I had no money or skill to get game assets to make multiple unique games.
    - I had time to focus on a long term project.
    - I had dedication to my idea and education.
     
     
    Now onto the Future!
    After coming up with a recent concept for Hunt For Food I started changing, adding, and removing things like I always do but this time I really felt my ideal game coming together. So I punched into overdrive working at least 10 hours a day on the game for the past two or three weeks. The game is much more developed now and I really can't wait to share it with everyone.
     
    The future of Hunt For Food is looking good and it feels great. I am working on getting this epic update onto the game launcher as soon as possible; there are just a few more details to work out. I will also be making some videos to show how everything works. The next step is to get Hunt For Food Greenlit on Steam which would just be unreal. It's been a long development but there has been a lot of progress so things even out I suppose.
     
    Thanks for reading!
     
    Keep an eye on Hunt For Foods development here - https://trello.com/b/mQ8xjWgN/hunt-for-food-development-board
    Hunt For Food on the Leadwerks Game Launcher - http://www.leadwerks.com/werkspace/page/viewitem?fileid=507073173
  3. Haydenmango
    Well after a long time of developing Hunt For Food I finally have something you guys can play!
     
    Along with the game I have made an instruction video that will guide you through potential encounters and show you the basics. I will also attach some written instructions to this blog. The game is rather big right now so it will take up to 4+ minutes before it is loaded.
     
     
    So go Subscribe to it on the Steam Workshop and then open Leadwerks Game Player to check it out!
    Any feedback would be much appreciated!
    Let me know if you find any bugs. Loading Checkpoints seems to crash the game sometimes so use that at your own risk!
     
    Instruction Video -
     

     
    Written Instructions -
     
    W - Move Forward, Climb Up(climbing), Zoom In (binoculars)
    S - Move Backwards, Climb Down(climbing), Zoom Out (binoculars)
    A - Move Left (same for climbing)
    D - Move Right (same for climbing)
     
    E - Move Forward (climbing), Start Climbing, Start/Stop Fires, Eat, Activate Traps, Pick Up Weapon
    Q - Move Backwards (climbing)
     
    Hold Shift - Sprinting
    Ctrl - Start/Stop Crouching
    Spacebar - Jump, Stop Climbing
     
    P - Pause Game
    9 - Minimize/Maximize Window
    0 - Increase/Decrease Window Size
    Escape - Menu Screen
    Enter - Save Checkpoint (use at own risk, known to crash game)
     
    Left Mouse Click - Attack, Throw
    Hold Left Mouse - Power Attack/Throw Spear
    Right Mouse Click - Grab/Drop
     
    Hold Up,Left,Right Key - Rotate Carried Item
    Down Key - Turn On/Off Negative Rotation
    R - Reset Building Rotation
     
    N - Start/Stop Sleeping
    T - Equip/Un-Equip Torch
    F - Activate/Deactivate Parachute
    Z - Start/Stop Zoom (binoculars)
    Backspace - Drop Weapon
     
    Credits -
    Josh - Leadwerks Engine Developer, fixed many bugs in my game, and very useful suggestions.
    Leadwerks User Shadmar - Day and Night Cycle, Grass Shader, Fire Shader, and Fog Shader! This game looks good thanks to Shadmar!
    Leadwerks User Rick - Saving and Loading as well as other help.
    Nobiax - Many many textures and models were used from Nobiax and he is also to thank for how good the game looks. -- http://nobiax.deviantart.com/gallery/24853853?offset=0
    Leadwerks User Eric Matyas - Menu Screen Music -- http://soundimage.org/
    Blendswap member DennisH2010 - Wolf model that is used throughout my game. It looks great! -- http://www.blendswap.com/blends/view/24800
    Leadwerks User Guppy - for showing me the wolf model, I wouldn't have found it otherwise.
    Leadwerks Community - Awesome Support and Help with many issues I had throughout development! Much Thanks!
     
    Software Used -
    Leadwerks Game Engine Indie Edition 3.2 beta
    Blender 2.7
    MakeHuman 1.0.2
    Gimp 2.8
  4. Haydenmango
    Video Link -
     
    Hi Leadwerks Community!
    I finally figured out how to make a blog so this will be my first blog regarding my almost completed project The Hunt for Food. Take a look at the video and give me some suggestions if you have any. This game will be added to the Leadwerks Workshop on Steam soon.
     
    Some info about the Game in general -
     
    This is a primitive survival game where you have to use your environment to your advantage. There are no guns. There is no giant backpack for you to put stuff into. You can break your leg, bleed out, get sick, die of starvation, get mauled by wolves, fall off a mountain, and more!
    Survive in style using some entertaining mechanics and see how many days you can last. Fight your way through canyons full of wolves and angry bees to find hidden paths along mountain ridges. Throw a flaming dead bird at a rabbit. This game is for fun.
     
    Leadwerks Engine Indie Edition is being used to make the game. Models and their animations were created in Blender. I used Gimp to edit/create textures. Many thanks to members of the Leadwerks Community for contributions/suggestions.
     
    Some info about the Update -
     
    A new menu, with awesome music done by Leadwerks User Eric Matyas,has been added which allows you to reload the map without ever exiting the game, load saved games, and just pause the game.
     
    Max Hunger is something I didn't mention in my video but if you noticed that next to my hunger bar it said 13/24 while next to my health it said 50/100 (or something similiar). The number on the right is the max amount of hunger/health you can obtain. Your max health stays at 100 but your max hunger will change depending on what you eat. If you eat 'good food' (meat, avocados, eggs, or beehives) then your max hunger will go up and you can eat more. If you eat 'bad food' (anything else) your max hunger will go down and then you can't eat as much. Also if your hunger is maxed and you eat 'bad food' you have a chance of becoming sick.
    Basically you can't just survive off of lettuce.
     
     
    A Day and Night Cycle, which was done by Leadwerks User Shadmar, has been fully implemented and it makes the game feel very immersive.
     
    The map has been filled and every area except for the snow zones is populated with vegetation, wildlife, weapons, and more.
     
    Challenging canyon areas have been added and they are the most dangerous areas in the map so far(until snow zones).
     
    Power attacks have been added which have different results depending on which weapon you have equipped.
     
    A new respawn function for the player has been added to make dying less harsh and sometimes even useful.
     
     
    Other Things-
     
    Small wolves now roam around in packs, lots of bug fixes, bees can move now, spear mechanics are much better, picking up weapons is way easier, throwing rabbits/birds at stuff is much more effective, birds are more deadly, traps only have one use but they respawn, wolf companionship is fun, weaken thy enemies with poisoned meats, wolves will attack you even if they are on fire, and controls have been tweaked to make things less complicated.
     
    Extra thanks -
    Deviant Art User Nobiax for his amazing textures/models. -- http://nobiax.deviantart.com/gallery/24853853/Packs
    Leadwerks User Rick for Save/Load Game scripts/tutorial on youtube - https://www.youtube.com/watch?v=5WmwNyTlbZE
    Leadwerks User Shadmar again for Day and Night Cycle and again for the Day and Night Cycle and again for th..... lol thanks shadmar! -- http://www.leadwerks.com/werkspace/topic/10334-day-and-night-cycle-shader/
    Leadwerks User Eric Matyas for his music, which is used in my menu screen, it is beautiful. -- http://soundimage.org/
    Leadwerks User beo6 for his AlignToGround script which my animals use. -- http://leadwerks.wikidot.com/wiki:align-to-ground
    Leadwerks Master Creator Josh just because.
  5. Haydenmango
    Hello hunters!
    There is a new update for the Hunt For Food that includes some exciting new features as well as a couple of important bug fixes. I will place the change log at the bottom of this blog. I have been having issues with my original Hunt For Food map for a very long time so I decided to go in a new direction.
     
    From now I will be working on procedural maps for Hunt For Food instead of static ones. There are many benefits to doing this including - every map will be different, I don't have to place every single object in the map, the size of my projects will be drastically reduced, I can add new things to my map by simply sticking them into my generation code, and I can add settings for players to add more/less of certain objects (like wolves). I will leave the original map in the game for now but it will eventually be taken out once I improve the procedural maps.
     
    I heard that you guys were dying a lot so there are some tips that have been placed in the workshop description for Hunt For Food. Also the Game Players full screen mode should work with Hunt For Food and I added the ability to exit the game from the menu screen with the Delete Key. I have been very happy with all the comments and feedback I have received regarding Hunt For Food, thank you all for playing!
     
    Change Log-
     
    New Features -
     
    Load Random Map - loads a new (smaller) map with procedurally placed objects
    Build Plank - When carrying a Fallen Tree you can click E to turn it into a plank. This only works with Random Maps right now.
    Weapon Pickup - You can now pickup a weapon by simply being near it. No more need to aim at it then click E to pick it up.
    Wolf Improvements - Wolves will now show if they are your companion or if they are loyal. Also if your wolf is loyal to you you can ride it by targeting your wolf and clicking E.
     
    Bug Fixes -
     
    Attacking a trap with either a stick or spear will no longer crash the game.
    Poison plants have collision and can be attacked to poison your weapon correctly.
    Humans have had many improvements and should function better overall.
     
    Improvements -
     
    -Rocks are thrown waayyyyy faster. It is great.
    -Traps are more deadly to animals.
    -Hunger/Health loss has been slightly decreased. You'll still die though, probably a lot.
    -Increased wolf damage
    -Camera movement when dead was to fast so I made it slower
    -Decreased wolf damage back to normal.
×
×
  • Create New...