Author Archive
More cage features.
Alright, I have to admit there is a lot more to do than I thought (wasn’t this cage supposed to be a “small” project?). Here is a little breakdown of what’s done (in green) and what’s left to do (in red):
- TouchBound Locking.
- RLV Relay support to restrict touch distance, tp, cage editing and prevent sit teleport.
- RLV Tracking/teleport of cage occupants on relog.
- Notecard configuration.
- Option to open doors automatically on unlock.
- Option to restrict locking by users and by group.
- Option to have the doors self unlock after a fixed time.
- Sitting with adjustable Z position.
- Custom sound effects for opening/closing/rattling.
- Sitting animations.
- Multiple chaining points inside the cage.
- Texture configuration.
- Final textures.
- Multi tether code for all TB items.
Cold and code.
I’m dragging a nasty cold since the Global Game Jam, so my work output has been severely reduced.
Regardless, I’ve been working on a global TouchBound update to increase the flexibility of the chaining system. It’s a bit tricky to integrate within the core system.
I should probably complete the cage first, but the two are (very) loosely connected.
So long Global Game Jam 2016
A huge thanks to everyone in my team, this was an exhausting and amazing experience!
Also thanks to everyone who attended to the event, you people are all awesome 🙂
Totem Melee Is the game we created from scratch over a 48 hours period.
It’s a 4 player team game where you try to reach 500 points before the other team does by piling totem blocks in your team’s base while preventing the other team from doing the same.
You have to be careful as the map is full of treacherous holes and narrow passages, there are also a few power ups that can be used creatively and every 30 seconds the wheel of fate will select a random events that can completely turn the match around.
Get the game here!
Get the sourcecode here!
Not a lot of time this week
I forgot to write an update! The scripts for the cage are well under way, the basic features are now functional, essentially it can be locked with TB padlocks and the door/hatch are smoothly animated. They also “shake” slightly when someone attempts to open them when locked.
No sounds for this yet.
Finally getting somewhere!
Good things happened today, I Came up with a really nice weathering of the floor plate and a pretty convincing concrete slab to support the cage, complete with corrosion stains.
It is getting VERY close to where I want it.
Interesting material results
I need to go back to actually finishing the model, there is still a few bits that aren’t ready for texturing. Here are a couple more tests that i did last night.
Dirt and grime
Piecing the normal map together took me the better part of the day because I had to restart a few times. The second and 3rd shots are with some quick material tests, not bad but we aren’t there yet.
A new year, and new projects.
This time I’m working on something a little different from what I usually do: a cage.
As you can see I’m making it up as i go, the first door looked awful, and so did the first version of the “food hatch” at the bottom of the door.
Pop in a few rivets and it’s already more like it (what about welding tho?).
The base could use some embellishment and I still need to slap a few chaining plates here and there for good measure.
Small vacuum system patch
I noticed a slight issue with the current IAPI vacuum system, the problem only concerns the floor dust surface and the vacuum chargers and should fix problems with the vacuum dust content “sticking” between usages. It should also display the right transparency level for the floor dust.
Merry xmas and happy new year to everyone
Wherever and whoever you are 🙂