[QUOTE=PieClock;50186453]I'm not sure I see a game in this yet but that is to be expected, but my god your work with that AI is great. Having worked with unity and c# myself I'm amazed that you have no programming experience.
Those last gifs you posted are fantastic. You're really on to something with that atmosphere you have going there. Looks a little empty, but again, that is to be expected. Sub'd to this thread, can't wait to see more.[/QUOTE]
Thanks a lot! Yeah, still a lot of work to be done on the graphics side of it - for now, it's all just placeholders, not much variety yet.
Have started to work on the goons locomotion system. Trying to avoid animation clips and just make them move using physics only. For now it's very basic and looks quite retarded, but I thought I'd post anyway, just for laughs :smile: :
[img]http://i.imgur.com/1EQDnyZ.gif[/img]
they look like a mob of danny devitos
Incredible
[editline]1st May 2016[/editline]
What are you gonna make the goons do if both doors of your car are blocked (one side is against a wall and the other is blocked by the chasing car, for example)?
[QUOTE=69105;50238808]they look like a mob of danny devitos[/QUOTE]
:smile: lol - yeah, you're right, they do
[QUOTE=Yogkog;50239930]Incredible
[editline]1st May 2016[/editline]
What are you gonna make the goons do if both doors of your car are blocked (one side is against a wall and the other is blocked by the chasing car, for example)?[/QUOTE]
Smash the windscreen/back window so they can get their hands on the player character. Good question, which leads to another one: what would happen in the situation where the goon's car doors are blocked and they can't get out...
[QUOTE=SoulChallenge;49734977]Hey everyone! Raced with an AI car and recorded a video today. Can you tell which car is player-controlled? Yellow car or blue car? :smile:
[video=youtube;Ua4S0eX4kwU]https://www.youtube.com/watch?v=Ua4S0eX4kwU[/video][/QUOTE]
They look like they're both AI cars.
After reading through this thread I am incredibly amazed by the work you've done so far. The race video I genuinely could not tell who was the AI, and the volumetric looking light in that second GIF you posted on this page adds insanely to that dark and gritty atmosphere you're going for. A recommendation I would have is that personally I wouldn't make getting caught the dead end to a run, I'd do something like The Long Dark did and add a way to fight back a bit against your aggressor when you're caught. It could make losing even more impactful, but if you get free it would add so much to the tensity I think. Keep up the awesome work dude.
Not sure why but this game really got me interested. I find myself checking for updates in this thread way too often :v:
[QUOTE=FlakAttack;50312518]They look like they're both AI cars.[/QUOTE]
Do you mean the driving style of both feel "artificial" to you? Would be nice if you could elaborate further about your perception :smile:
[QUOTE=jazxsora;50322688]After reading through this thread I am incredibly amazed by the work you've done so far. The race video I genuinely could not tell who was the AI, and the volumetric looking light in that second GIF you posted on this page adds insanely to that dark and gritty atmosphere you're going for. A recommendation I would have is that personally I wouldn't make getting caught the dead end to a run, I'd do something like The Long Dark did and add a way to fight back a bit against your aggressor when you're caught. It could make losing even more impactful, but if you get free it would add so much to the tensity I think. Keep up the awesome work dude.[/QUOTE]
Thanks a lot for your feedback and thoughts :smile: ! I checked out The Long Dark for how they implemented the fighting-back and understand what you mean. For now, the only way to fight back would be to crush/overrun the goons once they get out of their car to get you - if you can manage getting your vehicle unstuck. On the other hand, I would like to make the goons on-foot abilities intimidating enough so the player has strong reasons to try not getting caught in the first place. It will definitely be delicate to balance this the right way.
SoulChallenge, everything about your art disturbs me to the core. I love it.
[QUOTE=SoulChallenge;50370758]Do you mean the driving style of both feel "artificial" to you? Would be nice if you could elaborate further about your perception :smile:[/QUOTE]
Hard to explain... they seem to know the terrain just a little too well despite the fog/rain and almost drive *too* well. Their reaction times are also just a tiny bit too fast. Not that a human can't drive that way (some racing game players can do that), but that is uncommon talent and takes a lot of practice.
Basically: I expected more mistakes to be made, but both cars drove incredibly well. Difficult, but not impossible. Still, can't help but feel both were AIs, like there's just something a tiny bit off. Maybe I'm imagining it.
[QUOTE=FlakAttack;50371164]Hard to explain... they seem to know the terrain just a little too well despite the fog/rain and almost drive *too* well. Their reaction times are also just a tiny bit too fast. Not that a human can't drive that way (some racing game players can do that), but that is uncommon talent and takes a lot of practice.
Basically: I expected more mistakes to be made, but both cars drove incredibly well. Difficult, but not impossible. Still, can't help but feel both were AIs, like there's just something a tiny bit off. Maybe I'm imagining it.[/QUOTE]
That's what I've been thinking, too. It's not even limited to vehicles. Everyone, smart or dumb, do retarded mistakes from time to time. Big and small. Here's an example: An extremely good driver, but still makes some mistakes here and there.
[media]https://www.youtube.com/watch?v=Nq0kEVjRqow[/media]
I've been playing a lot of Beam.NG lately, a game somewhat similar to yours at this stage of development, and it's really fun to see a guy you're chasing slide just a bit into the wrong direction and launch himself into the air through the use of a gutter.
[QUOTE=Kylel999;50371111]SoulChallenge, everything about your art disturbs me to the core. I love it.[/QUOTE]
Great to hear that :smile: Thanks!
[QUOTE=FlakAttack;50371164]Hard to explain... they seem to know the terrain just a little too well despite the fog/rain and almost drive *too* well. Their reaction times are also just a tiny bit too fast. Not that a human can't drive that way (some racing game players can do that), but that is uncommon talent and takes a lot of practice.[/QUOTE]
A believable reason, yet slightly cheap excuse, for them seeming to know the terrain, would be that they do know the terrain well, because it's their "hunting territory" in the game. Concerning their uncommon driving ability: since the beginning, I've been trying to make the AI's driving surpass my own, partly because I always found it disappointingly easy to escape during car chase situations in games. This is not to brag about my virtual racing talents, it's just that I've been predominantly playing driving/racing games since 1995, so I've had my fair share of practice.
[QUOTE=FlakAttack;50371164]Basically: I expected more mistakes to be made, but both cars drove incredibly well. Difficult, but not impossible. Still, can't help but feel both were AIs, like there's just something a tiny bit off. Maybe I'm imagining it.[/QUOTE]
No, I don't feel your imagining it. And it's really great that you're pointing this out because being the lone developer, I will inevitably get caught up in a personal perspective that lacks distance and objectivity. That's one of the reasons I value this thread very much. In the video, at 00:30, I got nervous and drove slightly off the road for a bit, revealing the human behind the wheel :smile:
[QUOTE=Spor;50371599]That's what I've been thinking, too. It's not even limited to vehicles. Everyone, smart or dumb, do retarded mistakes from time to time. Big and small. Here's an example: An extremely good driver, but still makes some mistakes here and there.[/QUOTE]
I see what you mean. That driving in the video is insane!
[QUOTE=Spor;50371599]I've been playing a lot of Beam.NG lately, a game somewhat similar to yours at this stage of development, and it's really fun to see a guy you're chasing slide just a bit into the wrong direction and launch himself into the air through the use of a gutter.[/QUOTE]
At the moment, I feel I've reached my goal of having a competent driving AI without cheating so I could start implementing some mistakes to make it more human-like. Which leads me to the question how to deal with the game's difficulty. Still not quite sure how to make it match the player's skill level. One approach would be to have the classic difficulty presets to choose from. An ideal one would be to have the game monitor the player's driving skill and adapt the AI accordingly.
Time Rodent, the short animation film, from which this game takes some inspiration, will be broadcasted on Arte this upcoming weekend (+ available for watching for 7 days). World premiere! :smug:
[URL="http://www.arte.tv/guide/fr/051125-000-A/time-rodent"]http://www.arte.tv/guide/fr/051125-000-A/time-rodent[/URL]
Here's a new link: [URL="http://cinema.arte.tv/de/artikel/der-zeitnager-von-ondrej-svadlena"]http://cinema.arte.tv/de/artikel/der-zeitnager-von-ondrej-svadlena[/URL]
Available for viewing until July 2017. Could be unavailable in other countries though - let me know if it's the case.
Good news! Managed to implement terrain deformation that has minimal impact on performance. Also improved-looking terrain. Now it's much more fun to drive offroad :)
[img]http://i.imgur.com/RrVamvY.gif[/img]
This is amazing and I can't believe I'm just now seeing this. Keep up the good work, I'm glad you're still keeping up with it and keeping us informed here as well.
I need to read through the entire thread and see what this is all about exactly.
Some threads just get lost in the shuffle sometimes. I'll be sure to bookmark this, looks interesting. Haven't been many games out there that use driving for more than just racing.
So much progress in such a short amount of time, keep it up.
The goons remind me of the guys from Tool's Parabol music video :v
Actually, are you a fan of Chet Zar? I think you would be.
This whole project looks fucking fantastic though.
Thank you all for your comments :smile:
[QUOTE=xalener;51017514]The goons remind me of the guys from Tool's Parabol music video :v
Actually, are you a fan of Chet Zar? I think you would be.
This whole project looks fucking fantastic though.[/QUOTE]
Saw a music video in the 90's... called "sober", which really left a mark and was one of the reasons I got into animation films :smile: Much much later, the guys in the band I've been in were all Tool fans, that's when I got to discover more, including Parabola.
This is fucking incredible. Rarely have i seen such fine scripting and AI, and never in a driving game. Terrain deformation looks fantastic. You definitely need to post this in more places, maybe make a devlog in TIGSource, because boy you deserve the love.
Also, not sure if you have changed this yet, but in the january gameplay trailer the character seemed a bit too stable inside the car, at least in my opinion. Could we expect some heavier trashing-around on crashes and steep curves on the future?
[QUOTE=bigbadbarron;50993553]Some threads just get lost in the shuffle sometimes. I'll be sure to bookmark this, looks interesting. Haven't been many games out there that use driving for more than just racing.[/QUOTE]
Such a great thread worth bookmarking:
[img]http://i.imgur.com/hI4WslU.png[/img]
[QUOTE=YuriNikolai;51021516]This is fucking incredible. Rarely have i seen such fine scripting and AI, and never in a driving game. Terrain deformation looks fantastic. You definitely need to post this in more places, maybe make a devlog in TIGSource, because boy you deserve the love.[/QUOTE]
Thank you! I did start a devlog on TIGSource - but I'm still a noob when it comes to forum-posting. I feel kind of uneasy about posting irrelevant stuff just to make the thread more visible. For example: "hey everyone, I just made a new bush model for the game! Take a look"...
[QUOTE=YuriNikolai;51021516]Also, not sure if you have changed this yet, but in the january gameplay trailer the character seemed a bit too stable inside the car, at least in my opinion. Could we expect some heavier trashing-around on crashes and steep curves on the future?[/QUOTE]
Definitely, that element is still WIP. The character should be thrown around more :smile:
[QUOTE=SoulChallenge;51034076]Thank you! I did start a devlog on TIGSource - but I'm still a noob when it comes to forum-posting. I feel kind of uneasy about posting irrelevant stuff just to make the thread more visible. For example: "hey everyone, I just made a new bush model for the game! Take a look"...[/QUOTE]
I'd have no issue with you posting small updates like that here, what you've shown so far is really spectacular looking stuff and I like seeing that you're still working on it.
[QUOTE=SoulChallenge;51034076]Thank you! I did start a devlog on TIGSource - but I'm still a noob when it comes to forum-posting. I feel kind of uneasy about posting irrelevant stuff just to make the thread more visible. For example: "hey everyone, I just made a new bush model for the game! Take a look"...
Definitely, that element is still WIP. The character should be thrown around more :smile:[/QUOTE]
It's ok, from my experience people want all the devlog content they can get :D Look at Stranded 3's devlog for example, many posts consisted of 2 or 3 textured models.
Also, could we get a link for the TIGSource devlog?
Aaahhh, this is so cool. The atmosphere looks fantastic, and I get the feeling that being forced to stop and just watching the goons stumble out of their car and into yours is going to be a very terrifying experience.
I know you said you were against guns, but it might be neat to have one with a *very very* limited use, like you'd ever only have one or two bullets at a time (sawed off under over shotgun feels fitting for the theme) that you could TRY to use if you were forced into it. I'm just imagining being stuck on the side of the road as the goons are exiting their vehicles and trying to make the decision to either keep trying to free the car or scramble for the shotgun tucked on the passenger side floor and frantically trying to get it ready before the goons smash your windows in. Especially terrifying and frantic in VR.
At any rate, keep up the awesome work! Definitely subscribed and will be keeping close tabs on this, don't want to see it die! ;)
[QUOTE=Doozle;51034664]I'd have no issue with you posting small updates like that here, what you've shown so far is really spectacular looking stuff and I like seeing that you're still working on it.[/QUOTE]
[QUOTE=YuriNikolai;51035899]It's ok, from my experience people want all the devlog content they can get :D Look at Stranded 3's devlog for example, many posts consisted of 2 or 3 textured models.
Also, could we get a link for the TIGSource devlog?[/QUOTE]
Ok then, I won't refrain from posting not so spectacular stuff anymore :buckteeth:
TIGSource devlog [URL="https://forums.tigsource.com/index.php?topic=43705.0"]link[/URL]
[QUOTE=venom;51046895]Aaahhh, this is so cool. The atmosphere looks fantastic, and I get the feeling that being forced to stop and just watching the goons stumble out of their car and into yours is going to be a very terrifying experience.
I know you said you were against guns, but it might be neat to have one with a *very very* limited use, like you'd ever only have one or two bullets at a time (sawed off under over shotgun feels fitting for the theme) that you could TRY to use if you were forced into it. I'm just imagining being stuck on the side of the road as the goons are exiting their vehicles and trying to make the decision to either keep trying to free the car or scramble for the shotgun tucked on the passenger side floor and frantically trying to get it ready before the goons smash your windows in. Especially terrifying and frantic in VR.
At any rate, keep up the awesome work! Definitely subscribed and will be keeping close tabs on this, don't want to see it die! ;)[/QUOTE]
Thanks a lot for your feedback :smile: About the guns, what you're suggesting would add a last chance option to the game, that could actually enhance the thrill. Though if the goons catch you, they would be in possession of the shotgun the next time you encounter them... I'll try to figure out a way to amplify the terror through more suggestive means.
Here's some recent progress on the on-foot behavior. Slightly better than the "Danny de Vitos" on page 2 - but still too cartoony for my taste:
[img]http://i.imgur.com/PYEOHrA.gif[/img]
God damn this looks really creepy now, I'm loving it.
I bet the first person view would be creepy as hell. Great work by the way.
[QUOTE=SoulChallenge;51084783]Thanks a lot for your feedback :smile: About the guns, what you're suggesting would add a last chance option to the game, that could actually enhance the thrill. Though if the goons catch you, they would be in possession of the shotgun the next time you encounter them... I'll try to figure out a way to amplify the terror through more suggestive means.[/QUOTE]
I just figured it'd also give the player more to do when they're completely stuck, instead of just waiting there to die.
Great progress on the animations by the way, looking better and better. Any plans to have them try and clamber onto your hood/roof? Would be pretty intense to drive away with one of the goonies still attached to the vehicle. :v:
Man those goons running around gave me the creeps. Love it!
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