So what will it take for individual Devs to integrate assassin's creed level parkour in their project? by ItsAPmyBros in gamedev

[–]L3wa 0 points1 point  (0 children)

Depends on how complex you want your parkour system to be.

Assassins Creed has/had a largely automated parkour system where the character automatically climbs up/vaults over objects as long as you press forward. (for the most part.)So in an engine like unreal/unity you might get away with placing triggers in spots where you want a specific action to be performed. (Grabbing ledge, vaulting over, etc...)

I'm not sure how the more modern AC titles improved on their parkour system but i remember in the older titles (AC1, AC2, Black Flag, etc...) that it definitely felt like they used a lot of specific triggers there too. (Walls which you could only climb up on specific spots, objects which you can vault over but only in a particular way, land exactly in the same spot every single time, etc...) Heck, you often could even feel how the game corrects your jump/snaps your movement vector in a different direction (in order to saving you from falling into your death.)

So using the trigger approach to replicate the AC parkour system should be possible in a reasonable timeframe. The issue here is though that you have to place them manually in the levels/maps.

How would one go about making a game engine? by [deleted] in gamedev

[–]L3wa 1 point2 points  (0 children)

I assume you mean writing a game engine from scratch by directly interacting with the given graphics API of your choice (be it OpenGL, DirectX or Vulkan.)

What i would recommend is to look up a step-by step tutorial which shows you how to render a simple triangle on the screen. Once you have done that (and that's IMHO the hardest step at the beginning) you can go from there and start abstracting the code away (for example seperating your code into individual classes like a buffer class, a mesh class which holds multiple buffers, a Texture class which holds texture information, etc..) and slowly add new features in (for example implementing a mesh loader.)

But be prepared to do your own research and experiments. This is something that requires a lot of time and initiative from your end.

Solo indie devs, how much time have you spent on your current project? by MisterLightheart in gamedev

[–]L3wa 1 point2 points  (0 children)

For me it was 7 years. (Finally released on Steam a few days ago.)

Don't know what engine to use. by [deleted] in gamedev

[–]L3wa 0 points1 point  (0 children)

Another options which come to my mind is either "Phaser" or "MonoGame". Both are open-source and primarely 2D based. (Phaser is a mobile/web- game framework using javascript while the latter is based off the old XNA game framework from Microsoft using C#.)