This will be my last update for December and 2013, after which I must go forth and deal with some other affairs and life commitments. By that I mean, my friends and family will undoubtedly be dragging me away from the laptop next week so that I can fully focus on the upcoming Christmas festivities. After all, it is the time to be jolly, and the dungeon is no place for that! (or is it?)
I know that the majority of my fans are game developers/programmers themselves so I thought I'd start with mentioning an amazing event I participated in last weekend: The Ludum Dare Game Jam. Sorry if you are expecting TinyKeep specific info, if so please skip to the next section!
48 Hours of Stress and Toil
I've mentioned Game Jams before, but the Ludum Dare in particular is something really special. Once every few months, participants all over the world try to create a game based on a random theme in exactly 48 hours (or 72 for the more relaxed team jam). They then spend 3 weeks playing and rating each others games, and the highest rated entry is the winner. There are no prizes for winning, except the warm fuzzy feeling that you've made something truly awesome that everyone can enjoy.
During the 48 hour period, I had around 6 hours sleep and spent the rest of the time hacking away at my poor excuse for a game (a Wing Commander clone). I think I was a little too ambitious, I tried to do my own low poly 3D modelling as well as getting some voice actor friends to help. Here's what I ended up with:
You can actually have a go on the Ludum Dare website. If you have an account, please rate and comment! If I somehow make it as a finalist, that will hopefully get some exposure for my work and TinyKeep, which would be amazing!
I also wrote a blog post on my top 6 favourite entries in the competition. These are really amazing games and I wish them all the luck in the coming weeks. If you have the time, you should definitely give them a go!
For those programmers considering getting into game development, why not give the next Ludum Dare a try? I promise you won't regret it!
Now that the Ludum Dare is over and done with, I've found some new motivation to work on TinyKeep, and my focus over the next month or so is AI. This is the work that you've all been patiently waiting for, and I really want to do justice to it! This is also the time where I'll be bringing more of Ben's skills and talent in, after all many of the behaviours for TinyKeep were based on his initial ideas all those years ago. Will 2014 be the year of the dungeon?
A Brief Look at TinyKeep's Collider System
Coming off the back of the Ludum Dare, I'm in an especially technical mood so today I want to talk about the techniques I'm using to enable TinyKeep's monsters to sense the surrounding environment. This is very important to build complex behaviours later on. Remember, TinyKeep is all about emergent behaviour, so rather than planning every single move at the programming stage, I want the monsters to be affected by the environment in new and surprising ways. Well, that's the theory anyway!
In a conventional game, you'd use a pathfinding algorithm to allow the monsters to intelligently navigate around the level. For TinyKeep, we found that lead to unnatural behaviour, it was almost as if the monsters memorized the dungeon and would be able to perfectly find its way around. Also, this technique falls down when in a dynamic environment. For example, all our furniture is moveable by physics, so we'd have to update the path every time this occurs. Instead, we decided to use a combination of line of sight, attractors and deflectors, flocking, smells, sound and light sensors to build a picture of the local area and let the monster make a decision based on these observations. You can see a tiny bit of this in action in our Monster AI series I did a long time ago.
Since then, we've moved from raycasting to collision boxes, as we've found it's more efficient to use Unity's physics system to do all the hard work for us when it comes to detecting nearby objects.
Take this Skeleton for example:
For AI, the most important colliders are the Strafe and Targeting sensors. Strafe sensors allow the monster to detect objects to its side, like a wall, a doorway arch or another monster. It can then use this information to strafe away from an obstacle. Similarly, the Targeting sensor allows the monster to see what exactly is directly in front of them, so that it can jump over, attack or block it for example. These may seem like really simple concepts, but combine them with smell, light, line of sight and the different types of objects and obstacles available, as well as introduce a few more monsters into the mix, you end up with something looking totally realistic and fun to play against.
Imagine this situation, you are in a hall with barrels and columns everywhere and you see a roast chicken you'd like to eat. You wouldn't exactly stop and calculate the shortest most optimal path would you? Instead, you'd try to run directly towards it, while dodging and weaving between objects in your way. If you happen to come across a trap or some other dangerous thing, you'd deal with it there and then. AI should be reactive, and that is what we're trying to do with TinyKeep.
Have a Great Christmas!
That's all that I can muster for now, need to continue working hard on the game! Promises must be fulfilled :)
It's certainly been a while since my last update, although not quite a month yet! A far cry indeed from my usual weekly updates so apologies if you've forgotten about TinyKeep due to the lack of constant spam from me. I am more active on theforums, but don't worry if you'd rather stick to this blog for TinyKeep related news, I promise to repost everything here so you guys won't miss a thing.
November has been a busy month for development - and we are making great progress.
James Cobb, our resident composer and music extraordinaire will sadly have to step down from TinyKeep, or at least for the time being. James is currently working full steam on his University degree, and so he is unable to fully commit to the project as originally planned. I am still hopeful that we will be able to resume his services later next year when things are a bit quieter, James will be producing a couple of the more "unique" tracks for the game - but more on that later (it's a secret!).
Until he is ready to lend us his time again, I'd like to introduce a new face to the team. Will Bedford aka. 2-BYTE will be composing the majority of TinyKeep's thematic soundtrack, and so far I am really pleased with the results.
Have a listen for yourself!
Will is currently working on a second track as we speak. Please check out his SoundCloudprofile or Websitefor more examples of his previous work.
While I let the "pre-alpha" Focus Group guys test the most recent build, I decided to start working on the nuts and bolts of the gameplay itself, that is the controls and combat mechanics. I'll revisit and polish the dungeon generation part of the game later on, as I thought I'd better focus on what actually makes the game "fun"!
Here's a walkthrough video showing TinyKeep's basic controls, all up and running with an Xbox360 Controller.
TinyKeep Combat Controls
The next step is to get combat working, and that means getting our little characters to swing heavy swords around...
Failure and bugs aside, this video shows exactly how tightly integrated the combat will be with the underlying physics engine. All weapons have mass, and all combat animations apply velocity and force to the weapon. This means knockback effects and the potential for more dynamic physics based combat and maybe even localized damage. Part of the game is about emergent events, we want the player to be able to knock large items to block incoming enemies and so on.
So another thing that is very important for combat is monsters! After all we do need something living to test our powerful swords against. The way I see it, there are a couple of ways combat could work in a game like this:
1. Very simple hack and slash, button mashing style gameplay. Think Dynasty Warriors or something like Pocket RPG which has a very similar art style to TinyKeep. Lots of action, lots of particle effects, and lots of powerful "super" attacks.
2. Traditional "dungeon crawler" combat mechanics, so point and click, skill cooldowns and the like.
For TinyKeep we definitely wanted to go down a more action oriented route but not in the way that you'd necessarily think. Looking at the "chibi" style characters, one would expect simple mindless controls with lots of colourful particle effects. But we think that given the intelligent behaviours that we have planned, it would make more sense to have equally intelligent combat. We want all of our fights to feel personal, tactile and responsive. And we definitely do not want button mashing. After much deliberation, we ended up going for more twitch based combat, much in the same vein as Skyrim and other similar third person RPGs. Each fight will consist of a quick exchange of slashes and blows, shield blocks and counter attacks.
Here's an early test to show you what I mean.
(Try to ignore the complete lack of environmental awareness, this part of the AI has not yet been implemented as you will notice some mobs will get stuck behind various bits of furniture).
Every fight requires skill, timing and sometimes a little bit of luck. It should feel responsive, tight, and above all fun!
On the other hand though, we don't want to build a complete sword fighting simulator. Combat should still feel easy to learn and be completely accessible. As we keep mentioning repeatedly, TinyKeep is all about intelligent emergent behaviours, so once we add multiple monsters of different types to the mix, the more depth we'll begin to see in the game.
That is something Ben is currently working on. I'm dying to talk to you about the behaviours we have planned for all our different monsters, but I'm afraid Ben will kill me for letting the secret slip this early!