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Disembodied Arms, Part Deux

by Derek Bronson · 09/16/2011 (6:00 pm) · 26 comments

static.torquepowered.com/static/upload/emp-985/Torque-3D_Development-Blog-Header.png
Welcome to another week of Torque 3D 1.2 goodness! Last week I showcased the rather large changes we have made to the player in Torque 3D 1.2. You can catch it here, but ultimately the goal was to put more power in the hands of artists to deliver more engaging experiences. This week I’ll dive further into the player work and discuss some of the smaller, yet still important, enhancements we’ve made.

1st Person/3rd Person animations

Last week I mentioned that the first person system has been constructed to allow weapon states to drive animations on the 3rd person character. That way we can have a player reload in 1st person and everyone else playing will see that character reload as well. However, we’ve made that system work both ways so 3rd person player states can drive animations in 1st person. This allows us to have 1st person swimming animations, prone etc. They really do work in concert with each other quite well.

Sprinting

What FPS would be complete without sprinting? We added the player movement state but decided to do things a little differently to get it to work with our new 1st person/3rd person animation system. We added 4 generic triggers to help the weapons handle how they transition from whatever state they are in into sprinting. We’re definitely interested to see how you guys in the community take advantage of this to handle your own custom triggered events.

Lock Out Player Poses

When adding the sprint state to things we felt that certain weapons should be prohibited from sprinting due to their size. Therefore we added the ability to lock out certain poses based on the type of weapon you are carrying. This prevents you from sprinting with the deployable turret but could also prevent you from going into any state you wanted based on the type of item you were carrying.

Weapon Gameplay Enhancements

Being that we were making a FPS tutorial it was really important that players were accurate with their firing. Turns out there were some issues with how we were handling adjusting where projectiles where created (the weapon muzzle) vs where you wanted them to be (center with the player eye). Turns out we were always shooting low and to the right (hold your jokes). I’m happy to say we know can fire accurately at the crosshairs in both 1st person and 3rd person should we so desire.

Another feature actually came up during our playtest sessions. It became pretty apparent that our players could not tell they were being hit or really from what direction. This lead to confused spinning in circles or dropping dead before the player knew they were in trouble. Therefore we added a damage indication system that flashes on screen showing the user that they were hit and from which direction.

Instead of sprinkling this with various screenshots I decided I wanted to end this with some brief footage of how we are using the new player features to our advantage to enhance the first person experience. These may not be completely reflective of the final state of the animations but I’m proud of what the team has been able to accomplish. Enjoy!



Torque 3D 1.2 Development Blogs:

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#1
09/16/2011 (6:02 pm)
Sounds great, but I cannot see the video.
#2
09/16/2011 (6:13 pm)
Try squinting....

In all seriousness, see if you can maybe update your Flash player. It's playing from Vimeo and it uses Flash. Here's the URL - http://vimeo.com/29171655
#3
09/16/2011 (6:35 pm)
Cool video ... but I notice that we're still using the same raindrops from ten years ago ... ;)
#4
09/16/2011 (6:38 pm)
high and tight boys, keep it high and tight!

looking great, keep it 'up'
#5
09/16/2011 (6:40 pm)
Very cool..
The level looks great as well.

I think what Robert meant was the video said it wasn't available yet (encoding or something?) works fine now though :)
#6
09/16/2011 (6:44 pm)
I cannot wait for 1.2 to be released.
#7
09/16/2011 (7:35 pm)
Lol looks awesome. I noticed the exact same thing Steve
#8
09/16/2011 (8:23 pm)
It rained the other day in Vegas. After a series of intense experimentation I am happy to report that it is the same as the rain 10 years ago when I was in Portland :)
#9
09/16/2011 (9:12 pm)
Was that Gamma adjustment in the options window? Subtle. You guys may remember that suggestion from last blog. Derek aims to please...
#10
09/17/2011 (12:27 am)
Good rain and trees only need to be made once, right? :)

I expect there to be a market for body parts, not just whole models, with all these new T3D changes. How was the video encoded, by the way? I normally have no issues playing 720p, even most 1080p (higher than YouTube quality, from my premium source of entertainment) content, but the 720p video simply skips past the reload animation while keeping the sound in sync.
#11
09/17/2011 (2:02 am)
Looking good, maybe add some head bobble to that sprinting? :P
#12
09/17/2011 (2:21 am)
Great job guys! I wish this came sooner, it would have been great to be able to be compilant with this in our game, but better late then never!

@Ronny: Vimeo has messed up sound and video sync for me as well previously, so it could be an issue there.
#13
09/17/2011 (2:55 am)
This looks great ! Can't wait to see 1.2 and may move "Proton" to 1.2.
#14
09/17/2011 (6:28 am)
All these 1st person enhancements are mind blowing, and it's awesome to hear that it will sync with 3rd person as well.

And seriously. Waiting for this weekly blog is like a weekly countdown to Christmas. I can't wait to see what's next! Many thanks to everyone involved.
#15
09/17/2011 (6:38 am)
I spy a gamma slider :)
Cool stuff guys.
#16
09/17/2011 (6:47 am)
looking awesome, can't wait for the 1.2 release. Maybe you guy can add melee for those doing games that involve melee weapons, just an idea! Great work guys!
#17
09/17/2011 (8:40 am)
Looks really nice, keep up the great work!
#18
09/17/2011 (8:55 am)
Have to agree with Kory, melee would be aweswome to have in there already and many FPS games have a knife at least in there ;)

This is looking awesome and I can't wait for it. I'm glad you guys are doing this blog series with it :)
#19
09/17/2011 (10:38 am)
That's a very professional looking bit of video there, I'm really excited about these improvements. A robust system for handling first person animation has definitely been on my wishlist for a long time.

While we're talking about FPS support, any plans to implement an official hitbox solution with hitscan weapons that can do latency compensation? That's about the only missing piece keeping T3D from being an excellent engine for competetive multiplayer FPS's. That's probably outside the scope of this update but I figured if there was any appropriate time to mention it, this would be it. ;)

These constant update blogs are an amazing development. I'm hoping this becomes the standard procedure for all updates from now on.
#20
09/17/2011 (10:41 am)
Has garagegames discussed getting a 3rd person crosshair working?
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