Chapter 1 (3D RPG)
"There was a time where there was peace; there was a time where people lived in harmony in Briggs, a city in the kingdom of Radox. No longer is this true, though. Briggs is no more…
Druess was born to a military family. His father was a general in the Radoxian army and his father’s father was a grand general in the old kingdom. Druess was raised in the barracks and learned how to fight almost as soon as he learned to walk. Country and duty were very important to him, and it was always assumed he’d join the military to continue the family tradition. He did....."
- Chapter 1 Intro
Chapter 1 has come a long way since its start 1.5 years ago. Almost every line of code in Chapter 1 was written in C# by myself (aside from some tools I purchased such as GAIA and a Terrain Stitcher). Below are some of the features that I have implemented myself for Chapter 1:
- Inventory system (Fully functional. None of the items in the inventory display were hard-coded. Items can be looted from chests around the map and saved to the player's inventory. Some items can be consumed, some are weapons and can be selected to be equipped)
- Quest/Quest Tracking system
- Cutscene System for various in-game events
- AI Controller (Including Ally AIs that fight alongside you)
- Custom Striking Script (Live tracking of the movement of any character's weapon and checks to see if the weapon's path went through an enemy)
- Attribute Controller (Strength, Stamina, Energy, Speed, and Armour. All factored into ability/weapon damage)
- Consumables (Items such as food/drink, Buff items such as a combat potion that increases damage output for a customizable duration)
-Parry Capabilities (Currently RNG based for the AIs... Player can parry attacks manually)
- Crafting (Including learnable Recipes, Crafting Tables)
- Variety of spells (Earthquake, Fire, Force, Ice)
- Interactables (Moving doors, Chairs, Ladders (In the works), Igniting campfires)
AI Test Fight
AI Stress Test
New Strike Path Detection
For a while I struggled with dead space in my calculation of a weapon's path through the air. The game's FPS had a huge impact on the accuracy of the strike path detection so in order to get around that I implemented a calculation between each set of positions tracked each frame to fill in the gaps between the tracked position.
The first half of the video is the original strike detection, you'll notice the large gaps between the circles in the air. The second half of the video the midpoint calculation is dialed in and the gaps are filled resulting in a significant increase in accuracy.
Cutscene Test (Campsite)