Named Game of the Year by over 50 publications, Valve's début title blends action and adventure with award-winning technology to create a frighteningly realistic world where players must think to survive. Also includes an exciting multiplayer mode that allows you to play against friends and enemies around the world.

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Since the last time, we have been posting videos rather than articles. The most recent video ( Moddb.com ), with humor in mind, shows how far we have gotten with the melee system. Since then we have improved the dummy, applied an push effect to one of the combo finishers, and also implemented blocking as well as parry.

There is still a lot to be done with the melee system. Many of you have suggested us to increase the speed, and the last video was a result of trying to accommodate for such changes. There are other combo finisher effects that has to be implemented - simple enough, but takes time to get it right. Finally it all needs polishing, and not to forget, the blocking and parry are just at its prototype stage.

Changes in the game design:

It takes a lot of time to implement even small features, especially when you are exhausted after a day of study or work. By November I was working close to 50 hours a week, due to engagement with my studies. - January mercifully gave 1 weekend and 1 day of vacation. That is an issue as coding is necessary to implement all the other work and in the right way too (see next section). With a full thesis and a course this spring, it would not be good to aim towards the ideas and visions we had included in the old game design. The game design is self-contained, that is that it also contains comments about what we changed since the last time and why we did as we did. To avoid repeating a lot of its content, i will simply encourage to read the document: Moddb.com

By late November we decided that we would proceed towards melee and 1, or 2, ranged attacks for both Grimmjow and Ichigo. We agreed to change the Redfire attack into a Cero for Grimmjow. If time allows for it he will have a charged attack which we assume to be a beam Cero instead of a ball. Imagine a straight Kamehameha from ESF, but instead of exploding and removing the tail, the tail is dispersing over time and during that time the player continuously takes damage. As if the mean is actually a link of many small Cero attacks.
The idea is straight forward, and therefor we hope we can make it. But we first have to put the base attack into place and remove all the bugs with it.

For ichigo we agreed to make Getsuga Tenshou. It has its own difficulties in achieving the effects of making the model feel alive. NNK has inspired to a solution for that, and we are currently implementing a prototype (oh there goes my 1 day of vacation :P ).

Getsuga Tenshou prototype:

Or should i say, bloody collision system? Experimenting with implementing a model that has to have a precise collision detection or a bounding box all of sudden gives a different perspective to what an attack is, to what an entity is.

Understanding collisionboxes in HL


Usually we consider an attack to be a package of a model with some direction and some code to give damage. But like everything else it is an entity, with its core implementation being a location and an rotation.
The model itself is actually just cosmetics in a sense (it does have hitboxes after all); the collision is NOT calculated based on those hitboxes, they are calculated based on a bounding box aka collision box. And even though you define one in the qc file of the model, studiomdl might choose to simply ignore it.

Understanding collisionboxes in HL


We had to define the collision box by using UTIL_SetSize( vec_mins, vec_maxs); It can be a help to get those numbers from studiomdl itself by calling " this->ExtractBbox(0, mins, maxs);" - It seems as if it simply calculates the size of the model and return the vectors you need.

Understanding collisionboxes in HL


And then one should think it was all good and nice, but no. The size is in relation to the world and not its local reference. Meaning that shooting 90 degrees left or right results in this:

Understanding collisionboxes in HL


So hopefully we can simply rotate the collision box, but in case we can't we will have to start within the safe zone of the model. Meaning whatever angel it has, the box stays within the model.
But that would limit the collision to the center of the model and that is not what we want. Though some struggle we can resolve the issue, even if we can't rotate.

So an attack is an entity that has position, angel, collision box and a model - but it is also just an object.
So imagine that a main attack, holds the model, the code for exploding and then a set of sub-attacks
For all those sub attacks we are only concerned about their ability to collide, and when colliding they can inform the main attack to explode.

This resolves the issue because we can fill the model up with small squared boxes.
The diagonal of a square is calculated by sqrt(2)*a, where a is the length of the side. What is important is the result of the square root, 1.41~ . The smallest part of the model is the height of 4, hence the diagonal must not be larger than 4, otherwise 45 degrees angled attacks will make the collision box stick out of the model.
We can find the appropriate size for a collision box by reverse calculating the diagonal to one of the sides.
4/141 *100 = 2.83~

Then we can place several 2.83 x 2.83 collision boxes in the model along its center line on the x axis. We could even place them to follow the shape of the model, creating even more immersion. This works, because the squared collision boxes are contained inside the model and we can calculate where to place them from the position and rotation of the main attack.

RTSL: 2015 Awards

RTSL: 2015 Awards

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Check out the winners of the Run Think Shoot Live, Awards 2015.

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Sven Co-op 5.0 Released on Steam as a Free Standalone Game!

Sven Co-op 5.0 Released on Steam as a Free Standalone Game!

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Sven Co-op 5.0 has been released as a standalone game on Steam!

Programming Progress 02

Programming Progress 02

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The next installment in the series of videos where I show you what I accomplish when I stay up to extreme hours of the night.

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Post comment Comments  (0 - 10 of 1,087)
STEM1
STEM1

Are there any good tutorials for Half-Life 1 modding?

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HeadCrab--PRO
HeadCrab--PRO

https://www.youtube.com/watch?v=bpyB7vgMb4U

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KyloRen66
KyloRen66

Marc Laidlaw has left Valve.

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PapaPiddu
PapaPiddu

RIP HL3

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KyloRen66
KyloRen66

Just because he left Valve doesn't mean its the End of Half-Life, he probably finished up writing the Story for Half-Life 3 before he retired.

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Pio---
Pio---

"Game development doesn't work like that, the story and script of a videogame are usually the last part of the process, making the story first is a very risky move, since that limits what the programmers and designers can do and in the end just affects the quality of the product, that's why videogames don't usually have a very good narrative, they add the narrative at the last moment so the devs can have complete freedom on what they can do.
In Half-Life this is different, the story is developed at the same time the game is and judging by the leaks and information that we have, we can assume that if something like HL3 even exists, it's on a pretty early state." -Something I said on Reddit wich I was going to say here with different words but I'm lazy so I decided to just copypaste it.

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KyloRen66
KyloRen66

We'll that's not always the case depending on the Company.

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Pio---
Pio---

Actually, almost all of the videogame studios add the story at the last step just to connect the levels, if a videogame studio does the story first, is almost a gurantee that game will fail, either because the team ends up disliking the game by not being able of experimenting and having creative freedom, or the player ends up hating the game (Let's face it, almost anyone plays videogames for the story, most people do it because of gameplay, wich adding the story first affects in a really negative way) I mean, just think about this, the most succesful videogame franchises don't really have a good story or not story at all (Mario, Megaman, Tetris etc.) Even on a game like Half-Life, it's important to at least have a working prototype of the game before even attempting to give sense to what's going on, if you remember the alpha build of Half-Life 1, the story was not that interesting, but the mechanics were there, adding the story after the alpha build helped the game a lot.

In the Alpha there was the basic structure of the story that was used to build half-life (The experiment goes wrong, alien life appears, blablabla) wich allowed the team to make some levels based on that, helped to set the theme of the game and develop all the basic mechanics, if Marc wrote the story first, he would have made it with the structure of a book wich obviously wouldn't have fit with the way a videogame works.

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Counter-G1GN
Counter-G1GN

Well, lets hope so.

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SLeNd3rMaN23
SLeNd3rMaN23

http://www.moddb.com/members/slend3rman23/videos/cirno-hl1-model

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Run. Think. Shoot. Live.In Half-Life, players assume the role of the protagonist, Dr. Gordon Freeman, a recent MIT graduate in theoretical physics, and also a recent employee at Black Mesa. After an experiment that goes horribly awry when an unexpected Resonance Cascade (an apparently completely fictitious occurrence) rips dimensional seams that devastate the facility, Gordon must fight to escape the now alien-infested facility as creatures from another world — known as Xen — subsequently enter…

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