All of life is about compromise. I started off making my mechs use the CharacterController, but shied away from it as that meant I had to reimplement lots of physics. I replaced it with a Rigidbody-based system, but that started randomly bouncing off the floor and jumping was dangerously unpredictable. In movement system rewrite number three, I seem to have ended up with… a mix of both.
It took me far too long to understand why this third approach works, but I think I’ve got it now. Since movement controllers seem to be a perennial topic in the commUnity, it’s time for me to add some words to the mix!
I’ve been putting off adding audio to Exon for, at this point, years. I didn’t want to tackle it until all my other systems were pretty solid — I didn’t want to shove in a load of work to manage audio sources and play effects if there was a risk that I’d be re-engineering half of it after the fact.
Well, things have now been stable enough for long enough and… Well, I got put on furlough by my employer. What else was I going to do with the extra time locked in the flat but suck up a major project?
Okay, now I am taking liberties. NEHZ’s MountainStruggle AoS is, as the name suggests, an “Aeon of Strife” type map, where two teams of up to five heroes assist waves of spawned units as they battle down lanes to destroy the opposing base. Ever since I first played it with NEHZ and the rest of the Clan WCM crowd, this take on the AoS genre captured my heart more than any other with its tight, multi-layered landscape and Soulstone system.
Most importantly, however, it has bots — so while everyone else moved on with their lives, I could keep playing alone. And the AoS genre is about controlling a single hero against the world, as they gain experience and use abilities, so technically it’s still an RPG…
Today: the inimitable MountainStruggle AoS by NEHZ
This one is going to be controversial, because this map is not a dedicated singleplayer map: it’s co-op, for up to 7 players (odd number, but who am I to complain?). However, it can be played quite happily alone, and I do, with potentially shocking regularity. Why? Because it’s procedurally generated, that’s why! Every play-through is different!
So while this does not strictly qualify for the SPRPG Diaries by being a dedicated singleplayer map, it is a map that’s stayed with me and that occupies much more of my brain than it should. I think, therefore, it deserves some attention and discussion.
Today: the endlessly varied Warcraft Rogue by Polaris0082.
Since long before I started work on Exon, I was gripped by one action-RPG ideal: that if your sword intersected an enemy, then it should damage them. I suspect this arose from the likes of Morrowind‘s secretly dice-roll-based combat, where visually hitting somebody was no guarantee of actually hitting them.
Exon is broadly a game of melee attacks, so obviously when I started building the game I immediately implemented a system that does exactly that: using physics colliders, sword blades deliver damage as soon as they intersect a viable target.
Objective achieved, job done. So why does this system cause me so much concern?
Wait a minute. I reviewed Tomb Raider when I bought it off gog ages ago. How can I…? Oh, yes, of course — this isn’t Tomb Raider, it’s Tomb Raider (2013). Much as I can’t stand the existence of reboots that have the exact same names as their progenitors, they gave this one away for free, and, well, I had heard good things.
It’s a new decade, and Exon is officially six years old. That’s three times as old as my previous record holder, the WC3 total conversion Project Y4, which clocked in at two years. And it’s not even done yet! Not even close to done!
The Arena, however, is done. You can jump in, smash up some bots, and either win or lose. Which means it’s time to FEATURE CREEP YEAAAAAAAAAH! (It’s not feature creep if they were planned all along.)
So, did you hear that Warcraft III is getting a big fancy-pants HD remaster? No, I’m not remastering my maps, but I do want them to remain functional. Maybe I also kinda want to make something new, or finish off something old? Either way, there are some fixes that need to be done to things that did make it out into the sunshine.
I’ve been told that in recent patches, Henrik’s backpack attachment (of all things) has started wigging out. Luckily, I still remember my MDL mad skillz and took a look — turns out, the model is utterly broken and really should never have worked in the old world, let alone the new one (all its vertices were assigned to a group that didn’t exist — top marks if you know what those words mean!). A simple fix, but one that will require me to replay the entirety of both WtFSA and This Wreckage to make sure there aren’t any other bad models that have slipped through the cracks. (And yes, I’ll literally have to buy and wear every single item at least once to confirm any issues. Guess I’ll be heading for grindy-town!)
In the mean time, Jayborino had some fun playing When the Freedom Slips Away and highlighted… a couple of things I might… make slightly less obtuse… in any patch release… If you can’t be bothered playing, why not watch him do it instead?
(Not gonna lie, these videos have given this site the biggest spike in activity for a long time! Thanks, dawg!)