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.

3 Responses to “Konoko Payne - august 2009 release”



  1. Hiroe Says:

    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?

  2. admin Says:

    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?

  3. Rabindranath Andujar Says:

    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!

shopfr.org cialis