Konoko Payne - august 2009 release
Here is another Konoko Payne release. The last one before moving back to Switzerland! The main change is that pathfinding is now performed via the Recast & Detour library. It’s just the initial implementation, so you may expect some troubles.
Changelist:
- added achievement stack, to make sure 2 achievements can happen at the same time
- added “friendly fire” achievement (make a sniper kill a NPC)
- “devil kick” achievement now unlocked when performed on 3 enemies
- disabled target lock on thrown characters
- Barabas: “stronger & stronger” sound is now interrupted if Barabas gets thrown
- it should now be possible to select the arrow keys for motion
- removed a lot of duplicate textures on characters
- disabled raycasts on invisible “cubes” around characters
- added trail on “COMCOMPunchHeavy” anim
- used new textures from Severed (there’s an option in the menu)
- the BV when in crouch but with a firearm should be a bit bigger, to avoid going completely through barriers => we now automatically switch off the weapon
- some transitions are now banned when in “locked crouch”, e.g. inside a ventilation duct
- added support for “multiple surface sounds” per texture
- added “ONI” sprites with shadows on title page
- weapon is now dropped from correct height in crouch mode
- added “dash” à la ONI
- implemented Skybox culling
- “steady cam” is now the default/preferred camera model
- the jumping gravity should look more like ONI’s now
- fixed camera rots for NPCs in jump anims
- fixed crash when selecting “End game”
- added ESC menu
- fixed bug when enabling inventory while there’s an impending intercom
- walljump is now possible a tiny bit longer against a wall
- added “land hard” anim for side wall jumps
- if killed while platform sound is on, it doesn’t stop when restarting from checkpoint <== should now be fixed
- optimized file loading (binary state machine files, music streaming, better file management, etc)
- some attacks from Elite Striker should have a fixed rotation => done
- running and jumping constantly should work better now
- added message from Shinatama when helipad platform goes down
- added two new combos
- there is now an option to disable “attack buffering”
- switched from PathEngine to Recast. The prototype and the game level should now have better navigation meshes. On the other hand pathfinding against dynamic obstacles may not work anymore.
December 31st, 2009 at 1:04 am
This is really awesome and great work, thank you. If I can get you some custom made parkour animations will you use them? because if so I have a friend I can pester who is, simply put, amazing at it and a 3d modeler. I can’t make any guarantees but he was complaining about the quality of parkour in games like assassins creed so if he can see his work implemented in a game he will probably make just about any animation you ask for.
Something to think about although any parkour implementation will be a lot of work obviously, still could be fun and will definatly up the ghost in the shell-ness of it.
TL;DR
I have access to a modeler who I might be able to convince to make you parkour animations, you interested?
January 8th, 2010 at 4:58 am
I’m interested in anything good looking that I could use (models, textures, anims, whatever). However I really don’t have a lot of time to work on this, so collaboration might be frustrating… What modeler is he using?
February 17th, 2010 at 6:56 pm
Hi.
Very interesting work you do.
I wanted to thank you for the OPCODE source, so I googled you and came into this blog…
Well, the thing is, I was educated as an architect, and after a while of looking at your personal Konoko Payne project, I believe you could use some advances in Genetic Algorithms to automatically generate your stages, don’t you think?
Everything I learnt about it came from UEL in London:
http://www.uel.ac.uk/ceca/research/index.htm
I believe you will find it, at least, mindboggling…
Enjoy!