Bay 12 Games Forum

Finally... => Creative Projects => Topic started by: Araph on July 16, 2015, 01:18:47 am

Title: Wardens of Teros
Post by: Araph on July 16, 2015, 01:18:47 am
(http://i.imgur.com/e8qkDdm.jpg)

Like a bad entry in a Hollywood franchise, Warden refuses to die. It really is it's own unkillable B-movie monster, in a sense. That being said, I've been thinking about it and I'm gonna JUST DO IT NOT LET MY DREAMS BE DREAMS take another shot at it from scratch, hopefully avoiding the pitfalls I fell into last time I tried this.

Where gonna make this hapen.

Overview
For those of you who weren't around for the ride last time, Warden is a multiplayer survival-horror game that pits one player (controlling a demon) against all the other players (controlling the titular Wardens). Each game is over when either all of the Wardens are dead or all of the demonic altars have been consecrated. However, each time an altar is successfully restored, the demon shifts into a new, completely different form. In order to survive, the Wardens will need to understand what they're up against before it can catch them off guard.

Objectives
The demon's goal is to kill all of the Wardens. The Wardens' goal is to cleanse the evil altars scattered across each map.



Spoiler: The Wardens (click to show/hide)



Spoiler: The Demon (click to show/hide)



Questions? Comments? Suggestions? Wondering why I'm still bashing my head up against this game? Let me know! Sorry if the descriptions are worded poorly in this post; it's late and I'm kinda braindead right now.

In the near future, I'll be posting concept art, dumb lore bullshit, and monster ideas as I finish the flowchart. Then... Then the real work begins.



Just a Reminder
Previous version's IndieDB page (http://www.indiedb.com/games/warden)

Warden was not a small project. It was not an idle pursuit. For the sake of my blood pressure, check out the videos on the IndieDB page and maybe even download the demo to see the state the game was in when it was abandoned before posting anything in the vein of 'think about your limitations/try making a smaller game first'. If you don't, the rustling of my jimmies will echo throughout eternity.
Title: Re: Wardens of Teros
Post by: FallacyofUrist on July 16, 2015, 06:56:58 pm
Good idea. If you're working by yourself, it might be a bit difficult to do with "good" graphics, though.
Title: Re: Wardens of Teros
Post by: Araph on July 16, 2015, 08:06:44 pm
The graphics weren't the best last time around, but I've gotten somewhat better. We'll have to see how it turns out, I guess.
Title: Re: Wardens of Teros
Post by: FallacyofUrist on July 16, 2015, 08:51:51 pm
Well those graphics are downright wonderful if you're working by yourself.

I like the contrast between the Wardens and the Demon.

Instead of multiple demon types, why not only have one demon type with a variety of Runes and Minions to use that shift randomly each time it dies?
Title: Re: Wardens of Teros
Post by: flame99 on July 16, 2015, 10:49:26 pm
WOO! It's back!

Nothing really to be said as far as suggestions go from me, but out of curiosity, what engine are you building it in?

Also, I'm sort-of-not-really-passable as far as programming goes; if you need an extra pair of hands on the project, I'm willing to work pro-bono.
Title: Re: Wardens of Teros
Post by: PrimusRibbus on July 17, 2015, 01:10:57 am
Hey man, it's pretty obvious you're a talented dude and after watching these threads for a number of years I wanted to throw some constructive criticism your way. You've cancelled Warden (and a game similar to Warden) 3-4 times fairly abruptly, and prematurely thrown up a Kickstarter and Greenlight. That's not an unusual thing and I was super guilty of it myself for many years, so I'm not faulting you for it.

Take some time, step back from coding, and create a software development plan. Figure out your project's scope based not on what you think you can do, but on what you have done in the past. If you burnout or life gets in the way after a certain amount of time into a project, define a scope that can be completed in 80% of that time (this can be tough to estimate, so err on the side of conservative scope). Be honest with yourself: No excuses for why it didn't get done, and no saying that there's no possible way the project can get derailed this time. Plan for the worst case scenario.

Your game plan currently covers how the game will work, but it doesn't cover how you will work on the game. Create milestones for yourself, and break them down so that you can meet them regularly. Don't be afraid to work on features and meet milestones in such a way that your game doesn't feel like a game at all sometimes; coding rock-solid foundations will help you more in the long run than making a game fun as soon as possible. Put extra time into making your features as generic and modular as possible; when you're making a feature, keep asking yourself how hard it would be to rip it out entirely (an ideal scenario is to have a part that can be commented out completely and not have the game fail fatally, even if ripping it out means the game isn't fun for the time-being... helps a lot to prevent coding yourself into a corner). Easier said than done, I know...

It's better to complete something that shows a fraction of your vision than to let your dreams get so big that they overwhelm the entire project. If you've coded in a well documented, generic, and modular way, you can use that tech demo as a spring board later. There's zero shame in building a simple but complete v1.0 and adding to it later.

Absolute best of luck to you! Project management is genuinely the hardest part of software development. You've got great ideas and the skills to realize them, so keep on rocking it!  :)
Title: Re: Wardens of Teros
Post by: Aseaheru on July 17, 2015, 05:38:58 am
 Well, I know theres interest in it, as I occasionally get hits on old videos for warden asking things. Mostly about servers.
Title: Re: Wardens of Teros
Post by: Puzzlemaker on July 17, 2015, 11:31:08 am
Hey man, it's pretty obvious you're a talented dude and after watching these threads for a number of years I wanted to throw some constructive criticism your way. You've cancelled Warden (and a game similar to Warden) 3-4 times fairly abruptly, and prematurely thrown up a Kickstarter and Greenlight. That's not an unusual thing and I was super guilty of it myself for many years, so I'm not faulting you for it.

Take some time, step back from coding, and create a software development plan. Figure out your project's scope based not on what you think you can do, but on what you have done in the past. If you burnout or life gets in the way after a certain amount of time into a project, define a scope that can be completed in 80% of that time (this can be tough to estimate, so err on the side of conservative scope). Be honest with yourself: No excuses for why it didn't get done, and no saying that there's no possible way the project can get derailed this time. Plan for the worst case scenario.

Your game plan currently covers how the game will work, but it doesn't cover how you will work on the game. Create milestones for yourself, and break them down so that you can meet them regularly. Don't be afraid to work on features and meet milestones in such a way that your game doesn't feel like a game at all sometimes; coding rock-solid foundations will help you more in the long run than making a game fun as soon as possible. Put extra time into making your features as generic and modular as possible; when you're making a feature, keep asking yourself how hard it would be to rip it out entirely (an ideal scenario is to have a part that can be commented out completely and not have the game fail fatally, even if ripping it out means the game isn't fun for the time-being... helps a lot to prevent coding yourself into a corner). Easier said than done, I know...

It's better to complete something that shows a fraction of your vision than to let your dreams get so big that they overwhelm the entire project. If you've coded in a well documented, generic, and modular way, you can use that tech demo as a spring board later. There's zero shame in building a simple but complete v1.0 and adding to it later.

Absolute best of luck to you! Project management is genuinely the hardest part of software development. You've got great ideas and the skills to realize them, so keep on rocking it!  :)

I gotta agree with all of this.
Title: Re: Wardens of Teros
Post by: FallacyofUrist on July 17, 2015, 11:50:12 am
Hey man, it's pretty obvious you're a talented dude and after watching these threads for a number of years I wanted to throw some constructive criticism your way. You've cancelled Warden (and a game similar to Warden) 3-4 times fairly abruptly, and prematurely thrown up a Kickstarter and Greenlight. That's not an unusual thing and I was super guilty of it myself for many years, so I'm not faulting you for it.

Take some time, step back from coding, and create a software development plan. Figure out your project's scope based not on what you think you can do, but on what you have done in the past. If you burnout or life gets in the way after a certain amount of time into a project, define a scope that can be completed in 80% of that time (this can be tough to estimate, so err on the side of conservative scope). Be honest with yourself: No excuses for why it didn't get done, and no saying that there's no possible way the project can get derailed this time. Plan for the worst case scenario.

Your game plan currently covers how the game will work, but it doesn't cover how you will work on the game. Create milestones for yourself, and break them down so that you can meet them regularly. Don't be afraid to work on features and meet milestones in such a way that your game doesn't feel like a game at all sometimes; coding rock-solid foundations will help you more in the long run than making a game fun as soon as possible. Put extra time into making your features as generic and modular as possible; when you're making a feature, keep asking yourself how hard it would be to rip it out entirely (an ideal scenario is to have a part that can be commented out completely and not have the game fail fatally, even if ripping it out means the game isn't fun for the time-being... helps a lot to prevent coding yourself into a corner). Easier said than done, I know...

It's better to complete something that shows a fraction of your vision than to let your dreams get so big that they overwhelm the entire project. If you've coded in a well documented, generic, and modular way, you can use that tech demo as a spring board later. There's zero shame in building a simple but complete v1.0 and adding to it later.

Absolute best of luck to you! Project management is genuinely the hardest part of software development. You've got great ideas and the skills to realize them, so keep on rocking it!  :)

I gotta agree with all of this.
Seems good.

Demon powers summary:
Two phases: preparation and assault
During Preparation, has Runes and Minions
During Assault, has Powers and Minions
Minions can be plain summoned during assault, but placed in soul crystals that can be triggered(or broken by the Wardens) during preparation.
Minions aren't like mooks, more like tougher things which take a few hits before going down
Powers are things like Fire Spray, Electric Burst, Flash Step, Slime Mortar, Illusion Duplicate.
Runes are traps planted ahead of time like Barrier, Explosion, Withering, Slickness, and Teleportis.
Runes and Minions can be selected before game start, more powerful Runes cost more and can be used less times.
Minions are similar, but each minion is only useable once.
Powers are randomly assigned each assault phase.
When the demon dies, it loses one of its lives(out of 3)
(Note that when a Warden reaches 0 hit points, unconsciousness(not death) follows and the demon must finish the Warden off before the other Wardens revive him)
Just suggestions.
Title: Re: Wardens of Teros
Post by: Araph on July 17, 2015, 01:46:54 pm
Nothing really to be said as far as suggestions go from me, but out of curiosity, what engine are you building it in?

Also, I'm sort-of-not-really-passable as far as programming goes; if you need an extra pair of hands on the project, I'm willing to work pro-bono.

Unity 5. And I appreciate the offer, but right now the best thing to help would be suggestions and looking for pitfalls!

Take some time, step back from coding, and create a software development plan.

That's what I'm doing. That's the whole point of that flowchart.

Figure out your project's scope based not on what you think you can do, but on what you have done in the past.

Everything in the list has been done before. Wardens and demons, networking, the level editor; it was all in the game already. I'm redoing it because, now that I know where it didn't work well, I can go back and do it better.

Your game plan currently covers how the game will work, but it doesn't cover how you will work on the game. Create milestones for yourself, and break them down so that you can meet them regularly.

I have milestones. On a small scale, every item in that flowchart is a milestone. Every branch is a larger milestone. Every section is an even larger milestone.

If you burnout or life gets in the way after a certain amount of time into a project, define a scope that can be completed in 80% of that time (this can be tough to estimate, so err on the side of conservative scope).

Last time I spent around eight months before the game was remotely playable. I spent another eight months working on it after that. The game didn't reach v1.0 because I felt the gameplay's ideas weren't solid enough, but it wasn't an idle project that was given up after a month out of boredom.

Absolute best of luck to you! Project management is genuinely the hardest part of software development. You've got great ideas and the skills to realize them, so keep on rocking it!  :)

Thanks!

Demon powers summary:
Two phases: preparation and assault
During Preparation, has Runes and Minions
During Assault, has Powers and Minions
Minions can be plain summoned during assault, but placed in soul crystals that can be triggered(or broken by the Wardens) during preparation.
Minions aren't like mooks, more like tougher things which take a few hits before going down
Powers are things like Fire Spray, Electric Burst, Flash Step, Slime Mortar, Illusion Duplicate.
Runes are traps planted ahead of time like Barrier, Explosion, Withering, Slickness, and Teleportis.
Runes and Minions can be selected before game start, more powerful Runes cost more and can be used less times.
Minions are similar, but each minion is only useable once.
Powers are randomly assigned each assault phase.
When the demon dies, it loses one of its lives(out of 3)
(Note that when a Warden reaches 0 hit points, unconsciousness(not death) follows and the demon must finish the Warden off before the other Wardens revive him)
Just suggestions.

...I appreciate the suggestions, but that sounds like an entirely different (but very similar) game.

Shapeshifting demons and altars are guaranteed to be in the game. Changing that would alter the core premise of the game, which is not going to happen. Most of what you're saying is pointlessly reshuffling and restating ideas (minions are practically the same as demon forms, just with slightly different mechanics; runes are literally the same as the demon's sigils; losing lives is the same as an altar being destroyed).



If anybody has doubts about my ability to remake Warden, I suggest you take a look at the old game's IndieDB page (http://www.indiedb.com/games/warden) and watch two videos: Shapeshifting Hellbeasts and You and the level editor demonstration.
Title: Re: Wardens of Teros
Post by: FallacyofUrist on July 17, 2015, 04:54:12 pm
Hm. Okay. If demon forms are going to be a thing, however, I think you might need a lot of them.

Note: A fourth class for the Wardens might be a good idea. Perhaps a Cleric with melee specialty and healing abilities?
Title: Re: Wardens of Teros
Post by: My Name is Immaterial on July 17, 2015, 07:42:35 pm
PT read this later.
Title: Re: Wardens of Teros
Post by: Araph on July 18, 2015, 05:00:02 pm
...I think you might need a lot of them.

I completely agree on that point. Because I was planning on having the demo map have three altars (meaning only three forms could be shown in a single round), I figured three was a good number to start at. That said, I'm not set in stone on the current three (although I have a couple reasons I chose these ones that I'll explain in more detail later on), so if you have any ideas, let me know!

Perhaps a Cleric with melee specialty and healing abilities?

In one of the previous versions (after specific classes were added, but before they were whittled down to the current three) there was a healer class. I decided to take it out because I felt that giving the Wardens a reliable way to heal in between run-ins with the demon would take away too much tension, turning it into even more of an action game rather than a horror game.

It's not much, but I've been tossing around designs for the different classes and these are the current choices (definitely going to make a few tweaks as time goes on, though). I settled on a red and brown color scheme: red because of the whole 'fire magic' thing they've got going on and brown because I want them to be able to blend in fairly well (the original description of the game was 'a deadly game of hide-and-seek with the devil'). I'd like to make hiding a viable strategy, but only if you know which form you're up against. The most prominent example is how the Banshee can't really see you in the shadows if you're staying still, but there would need to be some way to hide from the Mimic and Hound. I think for the Hound, having scent trails only show up after a certain amount of time has passed would create a window of opportunity to hide (as long as the Wardens keep moving), but I'm still not sure about the Mimic. In theory, creating overlapping scent tracks by repeatedly backtracking would also be useful for throwing off the Hound, but that'd be up to the players.

The Vindicator, being the tank who needs to keep the demon's attention, is the only one with shiny metal armor, while the Abjurer has only a few metal buckles and the Seer has no specular highlights whatsoever. The Seer also has more muted reds and browns than the others. Once I get to the point of adding animations into the game, the different classes will have correspondingly different sound effects: the Vindicator will clank when he walks, jumps, and climbs, the Abjurer will have muffled cloth rustling, and the Seer will be practically silent.
Title: Re: Wardens of Teros
Post by: FallacyofUrist on July 18, 2015, 06:01:49 pm
In dungeons and dragons, mages have to prepare their spells and whatnot instead of infinite casting.

If you want to balance the Cleric and ramp up the horror feel, place limits on the usable magic(limited number of uses).

Do you intend to program light and darkness and whatnot, making torches, lanterns, and fire magic more valuable against the demon? (naturally I think the demon should have dark vision.)

Also... here's one demon idea: The Troll. Despite looking... trollish... the Troll compensates... er I'll just summarize the idea.
Troll like demon, large and strong.
Slow but effective in melee, has shockwaves. (can't jump very high)
Longer attack phase than normal, compensates by slowness.
Much faster and can jump higher in preparation phase. In the preparation phase the Troll is invisible, but can see further and should use that to its advantage.
The troll can choose when to come out of the preparation phase. If the timer is decremented.
To balance that the troll show up as a shimmer in light while in the preparation phase, making it possible to detect.
The troll can place Troll Oil in the preparation phase, which explodes when stepped on and either slows movement or makes the ground slippery.
Title: Re: Wardens of Teros
Post by: GentlemanRaptor on July 20, 2015, 08:45:16 pm
So this is a thing again. Great!
Title: Re: Wardens of Teros
Post by: Delioth on July 21, 2015, 12:19:42 am
PTW; If you need it I might be able to look through code or bug-hunt sometime, depending on the language/system. Currently at University for Comp. Sci., so I might not know the language.

Best of luck, though. Post at me if you would like a hand anywhere, and I'll do my best.
Title: Re: Wardens of Teros
Post by: Araph on July 21, 2015, 07:53:08 pm
Do you intend to program light and darkness and whatnot, making torches, lanterns, and fire magic more valuable against the demon? (naturally I think the demon should have dark vision.)

Also... here's one demon idea: The Troll. Despite looking... trollish... the Troll compensates... er I'll just summarize the idea.
[snip]

Lights are a pretty important part of the game. The Wardens are equipped with lanterns, which they can light and extinguish at-will. In the darkest shadows, it's almost impossible to see a hiding Warden, which is why giving the demon ways to track down careless players is vital to keeping the game playable.

I have a few comments about your idea as well as a little monologue about a things I noticed during testing, but my brain is not functioning well enough for me to put it into coherent sentences right now. I'll come back to your suggestion tomorrow, though.

So this is a thing again. Great!

It is!

PTW; If you need it I might be able to look through code or bug-hunt sometime, depending on the language/system. Currently at University for Comp. Sci., so I might not know the language.

Best of luck, though. Post at me if you would like a hand anywhere, and I'll do my best.

Thanks! I appreciate the offer. The game will be built in Unity 5 with C# as the scripting language.

One of the maps I'd like to include in the game is set in the city of Ancipes, which is the capital of Teros (aka where the last part of the title comes from).

Ancipes is full of old stone buildings, narrow alleys, and winding streets. Being built in a mountainous area, the city has lots of slopes, stairs, and bridges connecting the different levels' streets, which adds a new factor into gameplay: height. In the original game, there were several plateaus that players could jump up onto - a feature that I'd like to use more fully this time around. The alleyways should also provide the Wardens with plenty of hiding spots when trying to shake off the demon.
Title: Re: Wardens of Teros
Post by: Egan_BW on July 21, 2015, 08:45:17 pm
PTW and what are your thoughts about female Wardens?
Title: Re: Wardens of Teros
Post by: Arx on July 22, 2015, 11:49:12 am
Posting to watch, having followed the various tribulations of this from afar for a while.
Title: Re: Wardens of Teros
Post by: Araph on July 26, 2015, 06:15:38 pm
Also... here's one demon idea: The Troll. Despite looking... trollish... the Troll compensates... er I'll just summarize the idea.
Troll like demon, large and strong.
Slow but effective in melee, has shockwaves. (can't jump very high)
Longer attack phase than normal, compensates by slowness.
Much faster and can jump higher in preparation phase. In the preparation phase the Troll is invisible, but can see further and should use that to its advantage.
The troll can choose when to come out of the preparation phase. If the timer is decremented.
To balance that the troll show up as a shimmer in light while in the preparation phase, making it possible to detect.
The troll can place Troll Oil in the preparation phase, which explodes when stepped on and either slows movement or makes the ground slippery.

When I said I would respond to this 'tomorrow', I really meant it at the time. However, I then proceeded to unveil my final form as a shiftless lump of shit and forgot to respond for the following eight days.

While playtesting the previous version of Warden, it became obscenely apparent that one of the largest sticky spots in gameplay was the demon's inability to figure out where the hell the Wardens are, so that's the biggest thing I'm focusing on when going through monster ideas. Because the original gameplay idea was basically hide-and-seek, I want to give each form a unique way of finding the other players, which means that each form should revolve around their method of tracking Wardens rather than their combat abilities.

Take the Hound and the Banshee, for example. There are two logical steps that went into planning their abilities: what the Wardens have to do to avoid them, and how (both mechanically-speaking and fluff-wise) they track down the Wardens if the players don't do what's necessary to avoid them. To avoid the Banshee, the Wardens have to stay still. To avoid the Hound, they have to keep moving. If the Wardens move when they shouldn't, the Banshee can see them with echolocation. If the Wardens don't move when they should, the Hound will catch up to them by following their scent trails.

The idea of a lumbering troll as a monster works in some areas, but it doesn't quite fit with the core of the demon's gameplay by having a unique means of finding the Wardens (something that is also putting the Mimic on the chopping block if a better idea comes up). I appreciate the suggestion, though! If you have ideas for how the troll can track down the Wardens, I'd love to hear them.

PTW and what are your thoughts about female Wardens?

I'd definitely like to have the game feature both male and female options for all the Wardens' classes, but it's most likely the game will feature either an all-male or two-male-one-female cast initially.



Update on game progress: I've been figuring out how Unity's new networking system works. Since the new version of the game will be built with Unity 5, I thought it would be best to take the opportunity to transition over to the fancy new system rather than clinging to the older (but still serviceable) OnSerializeNetworkView()-and-networkView.RPC() system that previous versions of the game used. The bad news is that I had to spend the better part of last week studying and experimenting, the good news is that I actually know what I'm doing now.

Right now the game's multiplayer lobby doesn't work as it will in the final game, but it lets players start servers, connect, and spawn their characters, which have basic movement and sync their positions across all clients. More technically speaking, the game is almost using the default NetworkLobbyManager and NetworkLobbyPlayer classes, but now that I understand how they work it shouldn't be too much of a challenge to add the necessary functionality to the derived classes.
Title: Re: Wardens of Teros
Post by: FallacyofUrist on July 26, 2015, 06:21:52 pm
Heat. Fire, body temperature, all those things create heat.
The Troll could have heat sensing vision- which I think makes a bit of sense.
Title: Re: Wardens of Teros
Post by: Facekillz058 on July 27, 2015, 06:54:17 am
If we're talking about ways for demons to track down Wardens, why not a spider demon that can shoot strands of web between two points (Not unlike the grappling hook in Just Cause) shoot webs as grappling hooks, and walk up walls? That sounds like it might take advantage of your newer, more vertical map. You could also make it move slightly slower than a warden, requiring it to be an ambush hunter, but perhaps give it a venom that can paralyze temporarily so you don't need to be the mightiest ninja of all to play it.
Title: Re: Wardens of Teros
Post by: Araph on July 27, 2015, 12:55:56 pm
Heat. Fire, body temperature, all those things create heat.
The Troll could have heat sensing vision- which I think makes a bit of sense.

Now THAT is an idea, especially since the Wardens could be able to use fire to mask their exact location.

If we're talking about ways for demons to track down Wardens, why not a spider demon that can shoot strands of web between two points (Not unlike the grappling hook in Just Cause) shoot webs as grappling hooks, and walk up walls? That sounds like it might take advantage of your newer, more vertical map. You could also make it move slightly slower than a warden, requiring it to be an ambush hunter, but perhaps give it a venom that can paralyze temporarily so you don't need to be the mightiest ninja of all to play it.

The ability to climb walls would be good (imagine the moment when the Wardens realize the demon has been directly over their heads the entire time), and the webs could be used as a way to track the Wardens: difficult to see while notifying the demon when walked through.
Title: Re: Wardens of Teros
Post by: sjm9876 on July 27, 2015, 01:41:18 pm
Perhaps give the spider more obvious paralysing webs that could be destroyed by fire, as well as some way to scare the players - perhaps to make the walking sound come from nearby shadows (also helps with ambushes, as they may not realise where it's coming from.) Force them to make the choice between burning webs or running and hoping for a free way out - also rewarding a clever monster who has laid down traps in advance.
Title: Re: Wardens of Teros
Post by: Araph on August 01, 2015, 12:32:31 pm
I've started working on assets for a demo scene. Once the scene is done, I'll put up a build that includes the scene, basic multiplayer, and movements (including climbing walls and whatnot). It won't be much, but it's a start. After that, I'll start working on gameplay and Warden models.
Spoiler: Cursed Estate Concept (click to show/hide)
Spoiler: WIP models (click to show/hide)
Title: Re: Wardens of Teros
Post by: Araph on August 05, 2015, 03:19:47 pm
Update: Working on buildings now.
Spoiler: Drawings (click to show/hide)
Spoiler: Models (click to show/hide)
Buildings are put together with a set of parts: walls, different roof types, pillars, and doors. Doors aren't openable, but windows can be climbed through to reach the interior. The first screenshot (the one in Unity) is of a quick test I did to see if climbing through open windows was feasible with the current freerunning system (it was). Then I went back and started working on fitting all the different pieces together with a cleaner model, which is what the second screenshot is of.

As it stands now, I already have the following models sculpted, painted, and baked:
Buildings will be made out of the following objects:
For the time being, I'll be limiting it to walls, pillars, and roofs to avoid having to create models for interiors.

After buildings are altars, then Wardens and demons. For the PCs, I'll make simple placeholder models that will work until the gameplay is mostly complete before going back and replacing them.

Sorry if this sort of post is a bit too bloggy. It helps me organize my thoughts.
Title: Re: Wardens of Teros
Post by: FallacyofUrist on August 05, 2015, 04:18:43 pm
Looks really nice. In the long term, do you plan to have openable doors? I feel that would add a bit more "horror". The players open a door, wincing as the demon is revealed directly behind it, or perhaps they see nothing, but walk through and step onto a sigil.
If the demon can't open doors, it adds a bit of strategy, in addition.
Moreover, openable doors add immersion to the game, in my opinion.
Title: Re: Wardens of Teros
Post by: Araph on August 12, 2015, 03:51:07 pm
I finished the basics of the building parts a while back, but I've been otherwise occupied for some time.

(http://i.imgur.com/CEQBslb.png)

A stables-lookin' thing. I still need to make the (unenterable) window boxes for the roof and an unopenable door.

Looks really nice. In the long term, do you plan to have openable doors?

I wrote a system to have openable doors a while back. It's a pain in the ass that might be added later, but I'm going to avoid it for the time being.

Also, I really like the idea of Assassin's Creeding through open windows.
Title: Re: Wardens of Teros
Post by: Generally me on August 13, 2015, 10:00:19 am
If we're talking about ways for demons to track down Wardens, why not a spider demon that can shoot strands of web between two points (Not unlike the grappling hook in Just Cause) shoot webs as grappling hooks, and walk up walls? That sounds like it might take advantage of your newer, more vertical map. You could also make it move slightly slower than a warden, requiring it to be an ambush hunter, but perhaps give it a venom that can paralyze temporarily so you don't need to be the mightiest ninja of all to play it.
If you did make a spider thing. Maybe they could track simply by setting up tripwires that alert the spider when activated by a warden.
Title: Re: Wardens of Teros
Post by: Araph on August 21, 2015, 03:30:33 pm
I decided to be a shiftless layabout for a while, but there's finally a bit of progress. With an extremely limited handful of finished models, I'm switching back to programming. Win conditions are almost complete, with altars working completely and Warden health coming up next.

Like in the previous version of Warden, the protagonists must stay within a certain range of the altar or risk the ritual being canceled by the demon. I did add in two small changes: the Warden who is currently channeling the ritual is marked with a particle effect and the radius within which he must remain is similarly marked (so the Wardens don't have to guess how close they need to stay). If the current channeler is under attack, another Warden can activate the altar a second time to take control of the ritual, leaving the former channeler free to retreat or flee. We'll see how well or poorly it works once a playable demo is ready.

If we're talking about ways for demons to track down Wardens, why not a spider demon that can shoot strands of web between two points (Not unlike the grappling hook in Just Cause) shoot webs as grappling hooks, and walk up walls? That sounds like it might take advantage of your newer, more vertical map. You could also make it move slightly slower than a warden, requiring it to be an ambush hunter, but perhaps give it a venom that can paralyze temporarily so you don't need to be the mightiest ninja of all to play it.
If you did make a spider thing. Maybe they could track simply by setting up tripwires that alert the spider when activated by a warden.

That was the sort of thing I was thinking of. Tripwires and snares.
Title: Re: Wardens of Teros
Post by: Araph on August 30, 2015, 10:27:36 pm
I finally finished a simple custom multiplayer lobby that allows the host to set who controls the demon, starts the game when all the players have indicated that they're ready, and then allows the Wardens to choose which class and the demon to choose which form to spawn. In addition, Warden health and attacks both work, with a generic class that lets the players throw fireballs and place down wards. Both the fireballs and the wards are customizable for the individual Warden classes, and the generic WardenMagic class will be extended to accommodate the character-specific abilities, such as the Vindicator's lasso or the Seer's darkvision.

Next up is putting a placeholder model and animations in for the Wardens, putting together a basic UI, and making sure the movement, magic, and menus all feel good to use, along with replacing the programmer graphics that are currently in place for the altars and particle effects.
Title: Re: Wardens of Teros
Post by: Araph on September 04, 2015, 12:24:40 am
The basic Warden UI is done, along with the escape menu (which lets players disconnect, change settings (...except that their aren't settings yet, making this a placeholder), and return to the server lobby). The UI includes health, stamina, casting, and ward-placing meters, as well as a compass that directs the player to his or her ward (if they have a ward placed). I've also taken the liberty of replacing the fireball attack with an actually decent particle effect, which will work until graphics come back into focus. The fireballs now explode on contact, making it more apparent when they collide with something.

(http://i.imgur.com/mYtc3RT.png)

See that dial at the bottom of the screen that's pointing to the blank cube (a placeholder for the actual ward models)? That's the ward compass. Let me talk at you about that for a second, because I'm really happy with how it turned out.

It is probably the most spit,-gum,-and-prayers part of this game, but it works perfectly. To avoid having to do any complicated math, the UI object positions itself at the player, orients itself towards the ward's position, positions itself back at the correct spot to be rendered as part of the GUI, flattens the X and Z rotations to 0, adds the player's Y rotation, then switches the Y and Z axes.

Is there a simpler way to do that? Probably. Does this method work? Definitely.
Title: Re: Wardens of Teros
Post by: Araph on September 05, 2015, 07:46:02 pm
(http://i.imgur.com/kgMpwSf.jpg)

All four of the Warden wards are working now (shield, explosive, blind, and slow) and have placeholder models. You can see a blind ward glowing on the back wall of that barn thingy in the picture. The next item on the agenda is adding the other class-specific abilities (lasso for the Vindicator, darkvision for the Seer) and then a quick round of basic polishing for movement and magic, which in this case is less 'polishing' and more 'de-crapifying'.
Title: Re: Wardens of Teros
Post by: Puzzlemaker on September 08, 2015, 09:41:02 am
Nicely done sir; putting my game-project-thing to shame.  I am impressed.
Title: Re: Wardens of Teros
Post by: Antsan on September 08, 2015, 04:32:36 pm
I am not really one for multiplayer games, but I think I will try this when I get the chance.
Title: Re: Wardens of Teros
Post by: Araph on September 08, 2015, 11:38:20 pm
The Vindicator's lasso is pretty much complete. It now has a mana bar that prevents lassos from being created if you're under 50% mana in an attempt to avert the problem of the Tank latching onto the demon and pulling it to and fro all willy-nilly-like. So, yeah. Controls, UI, particles, actual effects. Checked off the list for now. Next up is darkvision. I discovered an interesting feature of Unity's Shuriken particle system that allows particles to be spawned at distance intervals rather than time intervals, which could be useful for making sure trails are actually visible and consistent. We'll see how it turns out soon enough.

Nicely done sir; putting my game-project-thing to shame.  I am impressed.

Thanks! Don't feel like your project is put to shame, though. I've been at this project a really long time, so it kinda looks like it's fast-forwarding right now.

I am not really one for multiplayer games, but I think I will try this when I get the chance.

I don't know when a demo will be out, but I can say with certainty that a demo will be out at some point in the future!
Title: Re: Wardens of Teros
Post by: Araph on September 10, 2015, 04:09:20 pm
(http://i.imgur.com/qGYys3o.jpg)

Darkvision and movement trails are working. When the Seer activates his darkvision, the screen goes completely black for a couple seconds, making it risky to activate if the monster is nearby. The trails (which would be used by the Seer and Hound to track other players) are created with Unity's Trail Renderer component. I tested out using particle systems instead, but they ended up being too resource-intensive.

I'll probably work on demon forms after this, starting with the Hound, then the Banshee, then the spider-monster thing discussed earlier in the thread.
Title: Re: Wardens of Teros
Post by: Araph on January 22, 2016, 11:00:22 pm
The forum software has informed me that this topic has not been posted on in over 120 days. Apparently I've been slacking somewhat (https://en.wiktionary.org/wiki/understatement). Nevertheless, I finally stopped being useless and started working again.

(https://40.media.tumblr.com/0c42b81f47b9637067c7050fdc9d35e2/tumblr_inline_o0o73uWRhV1sjqahq_540.png)

(https://36.media.tumblr.com/8e8077b75c35df7b3eb61e487aa81d3a/tumblr_o0o76f7eA91tg25uco1_1280.png)

The first map I had planned was a section of the city of Ancipes, which is finally underway. I decided on using a location called the Quarry District: after the death of the leader of a cult dedicated to a particularly violent spirit, the district was evacuated and quarantined until the Wardens could be called in to deal with the lingering entity.

The map has been entirely blocked out with primitives, and I'm currently going through bit-by-bit and filling in details. It was interesting carving this map into the terrain - there's a 50 meter difference in height between the northern end and the southern end, which makes freerunning a lot easier in one direction over the other. I've decided to use very, very simple graphics for now and instead focus on the bare minimum of what's necessary to make the game technically playable, even though it may not be particularly striking at first.

(http://i.imgur.com/5opSxd0.jpg)

(http://i.imgur.com/lcB6E3I.png)

With that in mind, I've also created a new placeholder model for the Wardens using the new rigging techniques I've learned between the creation of the last character models and now. Placeholder animations are in-progress: walk cycles are finished, running is almost complete, sneaking is barely started, and climb animations are complete. Speaking of climbing...

(http://i.imgur.com/UBdUX8E.gif)

Freerunning has been significantly debugged and animations have been implemented. Your character now actually appears (more or less) to climb walls rather than zooming to the top of them and then momentarily freezing in place. The animations are still rough, and, although I would like to implement IK hands (so that the Wardens' hands actually make contact with the surface they're climbing) I'm not even gonna take a shot at that until the game is playable.
Title: Re: Wardens of Teros
Post by: My Name is Immaterial on January 22, 2016, 11:06:00 pm
Freerunning
wait what
Title: Re: Wardens of Teros
Post by: Araph on January 22, 2016, 11:09:46 pm
Freerunning
wait what

Sort of, but it's the closest term I've got. The Wardens can now climb up on top of low walls and crates and sheds and such, which, combined with jumping, lets them get places in rather unorthodox ways. They can't shimmy along ledges or climb up extrusions in walls or swing from ropes or anything, though.
Title: Re: Wardens of Teros
Post by: Egan_BW on January 22, 2016, 11:30:13 pm
Yet. :D
Title: Re: Wardens of Teros
Post by: My Name is Immaterial on January 22, 2016, 11:31:52 pm
Exciting
Title: Re: Wardens of Teros
Post by: Araph on January 23, 2016, 05:46:03 pm
Freerun PC Demo (https://drive.google.com/file/d/0B-C81fFQsyYQc1Y0eTlJVFVLYlU/view?usp=sharing)

I finally added in a jump animation and finished hooking up the run animations and a crouch idle animation (no sneak-walking animations yet). If you want to try the freerunning system, there's a single-player demo at the link above this. I'm not entirely satisfied with the movement system, and I have a couple of ideas to overhaul it once the rest of the game is farther along, but I think it's good for now. The mouse is visible for now because Unity 5 deprecated Screen.showCursor and Screen.lockCursor, and their replacements (Cursor.visible and Cursor.lockState) are glitching out. I'll figure out a workaround soon enough, but for now I recommend going fullscreen to avoid clicking out of the game on accident.

WASD to move.
Mouse to look around.
Shift to sprint.
Control to toggle sneaking.
Tap space to climb, hold and release space to jump.
Escape to exit.

Remember that you can grab ledges in midair! See what rooftops you can get to and what walls you can parkour over.
Title: Re: Wardens of Teros
Post by: My Name is Immaterial on January 23, 2016, 05:57:06 pm
Thoughts:
Walking is really slow. Speed it up a bit for the demo?
It can be a bit hard to tell what you can climb, and what you can't.
Also, first person platforming is hard. (This one's mostly on me.)
Overall, it's a nice proof of concept.
Title: Re: Wardens of Teros
Post by: Aseaheru on January 23, 2016, 06:01:55 pm
Wait, its not dead? I thought it was dead... Huzzuh for its undeath!
Title: Re: Wardens of Teros
Post by: Araph on January 25, 2016, 08:07:12 pm
Thoughts:
Walking is really slow. Speed it up a bit for the demo?
It can be a bit hard to tell what you can climb, and what you can't.

I tried to keep walking at a decent pace without the animation looking ridiculous, but I'll see about bumping the speed up a bit more. I'll also add a 'can I climb what's in front of me' indicator to the UI now that I've integrated the animations in with the actual Warden prefabs. The whole system's still rough, but it'll get there eventually.

Wait, its not dead? I thought it was dead... Huzzuh for its undeath!

No matter how many times I kill it, it refuses to stay dead. :P

Quote from: Me, thirty seconds ago
now that I've integrated the animations in with the actual Warden prefabs

Progress report: the new models and animations have been applied to the three Warden prefabs and the Quarry District map has been network-enabled. At this point, players can create (or join) a server, choose one of the classes and use their abilities, gallivant about the district, and destroy altars. After cleaning up the last major issues, I might finally actually get to work on the demon's forms.

(http://i.imgur.com/wGFeJvB.jpg)

Finally, my Tumblr (http://trm-blr.tumblr.com) has basically turned into a game development blog. Check it out if you're into that sort of thing.
Title: Re: Wardens of Teros
Post by: FallacyofUrist on January 25, 2016, 10:18:05 pm
Soon I will slay! Humans!
or not?
Title: Re: Wardens of Teros
Post by: Araph on February 06, 2016, 08:21:56 pm
(http://i.imgur.com/Occ6OI9.png)

The Hound is now almost fully functional, though it still lacks a model. Baying Sigils have been added in (aside from the sounds, since the game doesn't actually have ANY sound at the moment) along with a UI to show what exactly the player is targeting. When incarnating, the Hound's speed increases significantly, but it loses the ability to scale walls and leap gaps. To compensate, it can teleport directly to the sigils it places during the preparation phase - even sigils placed off the ground and in hard-to-reach places, allowing a clever demon player to surprise the Wardens by suddenly appearing on the same rooftops as them.

When activated, the sigils erupt in a cacaphonic storm of barking and howling that echoes across the map, alerting the Wardens that the demon just teleported. However, the demon can also activate the sigils without teleporting, making them a useful tool for tricking the other players.

Next objective: creating a placeholder model for the Hound.
Title: Re: Wardens of Teros
Post by: Araph on February 07, 2016, 06:33:13 pm
(http://i.imgur.com/Tfccuot.png)

Placeholder's comin' along, and by that I mean that I'm partway through rigging the model. Unfortunately, my brain is a bit animation-fried from the past week's project. I'm gonna have to bounce back and forth between debugging and animating for a while.

The differences between creating a human and creating a canine are interesting, though. I'd spent some time in the past learning how to draw dogs, so it wasn't too bad of a transition, but it took a false-start or two before the model turned into something actually resembling a dog. While the placeholder is based off of a German Shepherd, the actual model isn't nearly as intimidating as I would like the final version to be. On the other hand, I also thought it'd be better to start with an aesthetic that I actually have reference images for rather than immediately try to make it look like an eldritch horror stuffed into a dog-shaped vessel. We'll just have to see how it turns out with animations and sound for now and then improve it later on.
Title: Re: Wardens of Teros
Post by: My Name is Immaterial on February 07, 2016, 06:49:25 pm
While the placeholder is based off of a German Shepherd, the actual model isn't nearly as intimidating as I would like the final version to be. On the other hand, I also thought it'd be better to start with an aesthetic that I actually have reference images for rather than immediately try to make it look like an eldritch horror stuffed into a dog-shaped vessel. We'll just have to see how it turns out with animations and sound for now and then improve it later on.
Maybe subtly change small things, give it that uncanny valley feel.
Title: Re: Wardens of Teros
Post by: Arx on February 08, 2016, 12:12:39 am
Yeah. If you lengthened the tail and muzzle, built out the chest a bit, and gave it some raised hackles, it'd be a lot scarier.
Title: Re: Wardens of Teros
Post by: Egan_BW on February 08, 2016, 12:15:46 am
Or just make it a normal dog, but instead of a texture, it's a window to the void. :P
Title: Re: Wardens of Teros
Post by: Fniff on February 08, 2016, 12:46:43 am
Some glowing red eyes would go a long way, especially with a "window Ito the void" fur color like Egan suggested. Perhaps it could be partially bald, to get that nasty "junkyard dog" look.
Title: Re: Wardens of Teros
Post by: Delioth on February 09, 2016, 09:47:15 pm
A thing I've noticed about the 'scary-dog' type is that a good method is to increase the forelegs and shoulders a noticeable amount such that the head hangs down, along with rough and raised hair (obviously not in early models, but a thing to think about).

Spoiler: Example (click to show/hide)
Title: Re: Wardens of Teros
Post by: Araph on February 11, 2016, 02:57:23 pm
(http://i.imgur.com/RcK0cYi.png)

I finally got off of my metaphorical butt and finished rigging the placeholder. While working on the animations, I'll try tweaking parts of the model to follow your suggestions. I'm also planning on starting painting concepts of characters and scenes again, so we'll hopefully see what'll end up sticking for the final version.

I also updated from Unity 5.0 to Unity 5.3 so that I could use a new network function, which led to a fresh crop of errors and bugs. I've sorted out most of them, but the server lobby is still being a pain in the ass. Ideally I'll have the rest of those fixed by the end of today.
Title: Re: Wardens of Teros
Post by: Moghjubar on February 11, 2016, 03:44:59 pm
I honestly wouldn't worry too much about the placeholder models: stuff goes thru several iterations anyway, and you still have the actual game itself to work on (plus you may want some time to decide on a final art style anyway before you do full models)
Title: Re: Wardens of Teros
Post by: Antsan on February 15, 2016, 06:19:28 am
I think the flews should be pulled further back. As it is now, the dog's mouth looks kind of cute instead of imposing. As if it's smiling.
Title: Re: Wardens of Teros
Post by: GiglameshDespair on February 15, 2016, 12:01:29 pm
Making them almost furless is a common way to add creepiness to dogs.
Title: Re: Wardens of Teros
Post by: Araph on February 21, 2016, 06:30:08 pm
How to connect to servers?

Are you using the old version off of IndieDB? Use Connect to Server -> Private Server and then enter the host's IP address.
Title: Re: Wardens of Teros
Post by: Araph on February 23, 2016, 05:06:26 pm
You can host a server by selecting Create Server > Private Server. From there, your friend can connect via your IP address (you can find your IP address by typing 'what's my IP' into Google). One thing I would recommend is to not try to run a server over wifi, as that would require you to set up port forwarding. Instead, hook your computer directly up to your router (or just disconnect your router and use that ethernet cable, if nobody else is using the network at the time).

As for where new version: nowhere, at the moment. It's still unplayable until the Hound's model gets added in and the game undergoes another wave of testing and bugfixing.
Title: Re: Wardens of Teros
Post by: Araph on March 14, 2016, 06:46:01 pm
Recently I've started to work on graphical improvements purely because I'm tired of only using untextured placeholder models. Should I hold off on this until after the game is playable? Probably. Does it really matter? Probably not.

(http://i.imgur.com/KUQR252.png)

(http://i.imgur.com/YDVYzoB.png)

I'm not exactly stellar at sculpting, and I'm even more meh at sculpting wooden structures, so there's an odd blend amongst the wooden objects so far. The door, the crates, and this barrel are all made using different techniques as I try to figure out what works best. My plan is to ignore the objects that I'm not satisfied with until most of the rest are done, then gradually go back and redo the worst ones when the project is farther along.

As you can see from the first picture, there's still a long way to go. The buildings use a tilable stone block texture that I made, but the models themselves are still generic cubes. I'm gonna have to try some stuff to figure out how they'll work. I think I can make there be one generic wall, then have a sculpted pillar to act as corners (which would allow a variety of buildings to be constructed with a limited number of objects while leaving empty space inside for players to enter). We'll see how it goes. After the buildings, shed/overhang thing (that the door is embedded in), and the bridge that is partially visible at the top of the screen are done, it'll be back to animating characters and bugfixing.
Title: Re: Wardens of Teros
Post by: Pencil_Art on March 17, 2016, 01:15:19 am
Actually looks quite nice.
Title: Re: Wardens of Teros
Post by: Delioth on March 22, 2016, 03:25:23 pm
Hey, as I've learned in software development: As long as you've got plenty of progress to be made, make progress where you'll personally get the most enjoyment out of it (or at least the least frustration/fury). Plenty of things need implemented, so you might as well make it pretty so you can look at the pretty stuff while you work out other kinks. You're too hard on yourself too; this stuff looks pretty damn good. (At least from a software guy's perspective. Modellers may have a different perspective, but alas, I cannot asses that.)
Title: Re: Wardens of Teros
Post by: Araph on March 25, 2016, 11:31:07 pm
Actually looks quite nice.
You're too hard on yourself too; this stuff looks pretty damn good. (At least from a software guy's perspective. Modellers may have a different perspective, but alas, I cannot asses that.)

Thanks! While I'm not exactly satisfied with the game's current graphical state, it's an improvement over the previous version and I'm learnin'. Counts as a success to me.

(http://i.imgur.com/8IlmGzY.png)

Also, progress. In addition to the big door-framing-shed-thing, I've been playing around with detail maps. Unity has a feature that allows you to layer a tiled normal map over the object at a small scale, adding detail when players get up close to the scenery.
Spoiler (click to show/hide)
In other news, I got a job as a web developer a few weeks ago, so that's been keeping me a bit occupied. Now that things have fallen into a manageable routine, I'm gonna try to gradually increase the amount of time I spend working on Warden in the near future.

EDIT: A post I made about modelling game assets (http://imgur.com/gallery/Ax1B3) hit the front page of Imgur, which was neat to see.