Game Development Community

GMK 1.2.0 preview. *Advanced Character Kit* integration

by Yuri Dobronravin · 05/13/2009 (11:31 am) · 9 comments

www.logicking.com/images/gameMechanicsKit/gmkLogoSmall.png

Greetings everyone!


Today I'm going to tell about upcoming GMK 1.2.0. while current 1.1.1 version of GAME MECHANICS KIT is available at developers store.

We are trying to do everything possible to make GMK a really helpful and developer friendly tool. There are many other kits available at GG store. Merging code and scripts can be a tedious but yet necessary task.

That's why GMK gets official support for advanced character kit(ACK) developed by BrokeAss Games.
As you know there are Male ACK and Female ACK.

If you have Male or Female ACK you can have it integration with GMK very easily.
Next version of GMK package will have files for ragdolls and AiBots setup for male and female ACKs and GMK editor integration as well.

www.logicking.com/images/gameMechanicsKit/screen06.jpg


Simply speaking, you will have your ACK characters as AiBots that you can place from the GMK editor. These bots will attack player and die as ragdolls when you kill them.

This will be available for GMK 1.2.0 version. But if you don't want to wait you can email me at logicking@logicking.com and I'll send you a patch (it works only with GMK and ACK installed together).

You'll have to do some merging and our CodePatch utility can be very useful.


There are two other major features of GMK 1.2.0.

1) Full T3D version with GMK Editor, Cut Scene Editor and Physics Pack support. All current GMK users will get this for free, so if you wait for T3D version you still can BUY GMK and learn features of GMK right now with TGE or TGEA.

2) Soft body physics supported by Bullet. Will get a highly customizable

I'll tell about these issues in greater detail in my future blogs.



Use link below to download 'Orcs Rule' game with Physics Pack and Cut-Scene Editor demonstration.

DOWNLOAD DEMO GAME (56Mb)



#1
05/13/2009 (12:35 pm)
Count me in on the T3D version when you have it ready! Really great Stuff!
#2
05/13/2009 (3:01 pm)
This sounds great! Glad to see that you are adding more features, and keeping up with the new engine versions. I can hardly wait to try this new version out.
#3
05/13/2009 (4:44 pm)
Very nice. You guys are really working hard. BTW, there was a mention that this isn't fully networked. Is this true? If true, do you have any plan to support it?
#4
05/13/2009 (6:06 pm)
Yuri:

Amazing, the editor just keeps getting better. Way to go man, congrats.

Will
#5
05/14/2009 (4:27 am)
@game4Rest
>BTW, there was a mention that this isn't fully networked.
>If true, do you have any plan to support it?

GMK _IS_ fully networked. So I don't know where you read the opposite :)

AIs, Triggers, Doors and even our Physics Pack stuff is networked - with ragdolls, rigid bodies and all other physics objects. It was the most challenging part of networking task, but with our interpolation/prediction system moving of the physics object on the client side is smooth and plausible, even with slow connection with ping of about 100-200ms.

#6
05/14/2009 (4:38 pm)
@Yuri,
Good to hear that. I think I read that in the blog talking about his game development experience with packs he purchased. I tried to search that article again but I couldn't. I hope he will see your comment here and correct his wrong information.
#7
05/15/2009 (6:27 am)
@game4Rest & Yuri: I can confirm that this is fully networked. I have the full GMK (barring the Cutscene Editor) working in Soul Wars and performed a 5 client connection to a server test and everything worked perfectly.

I have also implemented the full GMK inside of Twilight Wars and ran a similar test with the Alpha ... and it was 100%. :)

The CutScene editor and Triggers are my favourite aspects of this kit by far.

Awesome job Yuri, looking forward to the next version, I have the MACK already and will be getting FACK at the end of the month. :)
#8
05/16/2009 (8:51 am)
ooooh!!! softbodies!!
cant wait.
when do you expect a release of 1.2.0?
#9
05/16/2009 (11:16 am)
@deepscratch
>when do you expect a release of 1.2.0?

In a couple of weeks, hopefully.