May 232014

Here’s a new Splatter Camp video and some rambling about what I’m working on. Feel free to ask about anything I missed in the comments.

* sorry for any grammatical atrocities. I don’t have an editor (or proofread these)

I guess there’s not much to look at, just some creepy skin dolls walking around. Kind of looks like a fetish video with the dungeon. That’s actually the new character base mesh I’m going to use while building the game. Yeah, the mesh still needs some work but the important parts are the body proportions (notice how the arms of all the characters are too short in Babysitter Bloodbath?) and the under lying rig. I’m going to try to build the game linearly from beginning to end and animate the actions as I go. Once I have the rig animated, I can use the base mesh to build different characters. It’d be great to give everyone unique animations but that would probably take twice as long and drive me insane. Right now I have the walk and run cycle finish. The new rig is scaled to the same size in Blender as the character models in Babysitter Bloodbath, so when I need to copy the old animations over, I just line up the rigs and pose the new one to match the old one. Saves tons of time. The main advantage is that the new rig can bend and move in ways the old one can’t. I didn’t set up the IR right the first time which is one of the reasons I need to start fresh.

Right now I’m working on NPC initialization. I hacked something together for babysitter bloodbath that won’t scale for the new game since it has more areas and characters.

Because Splatter Camp is an open world split into multiple smaller levels (think the original Deus Ex) I have a system in place that tracks the npcs and keeps track of what level (or part of the world) they’re currently in, what they’re doing. On top of that, when you enter a level that an NPC is in, he or she needs to be loaded at a certain position, given a dialogue string (in case you talk to them), and they need to be assigned local instance number for any path finding (lets call it a row in the array for simplicity’s sake). The path finding array is wiped clean when switching levels.

Sanitarium Massacre used a system where I saved the handle of each NPC and the objects they’re carrying into an array. I threw that out for Babysitter Bloodbath since there were so few characters and levels I figured I’d just use pointers to keep track every character. But that’s a horrible idea of course. So I think what I’m working on now is a happy medium. The major job is gonna be keeping track of what each NPC is doing as the game progresses. I’ll see how that goes as I start building it. With Babysitter Bloodbath I used a long list of functions to make all the changes as you progress. That might get out of hand here, We’ll see.

Probably won’t be much to show in terms of artwork for a while but I’ll put up some videos if any weird errors happen.

 May 23, 2014  Posted by at 4:27 pm Splatter Camp  Add comments

  3 Responses to “Splatter Camp Update – New Character Rig and AI stuff”

  1. Awesome! Very informative and nice to see how things are coming along!

  2. Lookin good!

  3. The concept for this game sounds badass. I myself have always wanted a classic slasher movie themed game where you play as the masked killer, and I suppose the closest that the industry ever came to that was Manhunt, but it wasn’t quite as faithful to the source material as your games are. Not to boggle your mind with the potential for increasing the work you already have ahead of you, but have you considered giving players a choice of villains to play as? Maybe make two or three different types of masked killer models with different visual styles. For example, one that wears a bloody white mental patient uniform, one that wears a black hooded cloak, one that wears some sort of plastic or rubber mask, etc. They can all have the same storyline and be the same character, but just give visual choices for the player to choose from for what that character looks like. I think it’d be cool.

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