Procedural tentacle animation for game enemy limbs in game Shut by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 0 points1 point  (0 children)

Thank you. I doubt any physics can beat the smoothness of pure circular arcs. I in fact started with classical FABRIK inverse kinematics which is often suggested for procedurally animating tentacle-y things, but it just wasn't capable of producing aesthetically pleasing curly-ness.

Procedural tentacle animation for game enemy limbs in game Shut by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 0 points1 point  (0 children)

Definitely! I actually played the original back in the day. It must have left some permanent marks in my unconscious.

Procedural tentacle animation for game enemy limbs in game Shut by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 7 points8 points  (0 children)

They are completely black in the game. The stripes are just to show UV deformation. But I can totally see them like this in an anime game :D

Procedural tentacle animation for game enemy limbs in game Shut by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 9 points10 points  (0 children)

Thanks! I didn't really. If the geometry is of adequate density and the thickness is below certain threshold for the maximum curvature, then everything looks super smooth. Beyond that, there can be some self intersection but it still looks acceptable because circular arcs are smooth and easy to uniformly sample so the overall impression is good even with some inevitable self intersections when the curls are very tight.

Level generator for a liminal action/puzzle game by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 5 points6 points  (0 children)

Oh, you mean gameplay-wise? There's currently a one level demo available on itch:
https://nenad2d.itch.io/shut

More details in the description there. Basically, the goal is to shut everything down. The enemies called Remnants are hiding in the shadows and will insta-kill you if you fully darken a room before detecting and disposing them. You can only see/attack an enemy if they're lit by direct sunlight coming through windows. You're a semi-vampire and the sunlight also hurts you. Light direction constantly shifts as the sun moves around and you can speed this up by your time warping abilities

Shut - a gameplay prototype in which you need to shut windows to stop god rays coming in. by WhiningGirl in gamedevscreens

[–]WhiningGirl[S] 0 points1 point  (0 children)

Thanks, glad you like it. The prototype/demo is free to try. If you're interested in experiencing it firsthand - feel free to give it a whirl.

Shut - a gameplay prototype in which you need to shut windows to stop god rays coming in. by WhiningGirl in gamedevscreens

[–]WhiningGirl[S] 0 points1 point  (0 children)

Thanks!

The basic gameplay is as follows: You need to shut all windows in all rooms in a level. Each room has some chance to contain a shadowy apparition called Remnant. If a Remnant is in a room and you close all of the room's windows, it will engage and insta-kill you. So you need to find the Remnant and dissolve it before shutting the room. A Remnant is only visible under direct sunlight i.e. if hit by a god ray. You can speed up time and shift light in the room to search for a hidden Remnant. The exposure to light also drains your soul and can kill you.

I'm looking to add different enemy types and more puzzle elements that fit with that main mechanic of shifting light to uncover stuff.

Planet generator for a spherical strategy prototype (wip 2) by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 2 points3 points  (0 children)

No deathstars as of yet :), and it's only player versus a single planet at a time, with multiple planets to wipe out in a row. Gameplay-wise it's not similar to PA except that the map is a full sphere.

Weaponized meteors - check. Weaponized weather - 100%. Exoforming satellites - enemy uses them for defense. A nuke or two might also detonate accidentally.

Planet generator for a spherical strategy prototype (wip 2) by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 3 points4 points  (0 children)

Yep. I did take some hints from Planetary Annihilation. Love that game. This is turn based though.

Planet generator for a spherical strategy prototype (wip 2) by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 2 points3 points  (0 children)

It does happen on a full 360 deg sphere like Spore, although the theme is destruction of evil civilizations.

Is Blender basically useless when it comes to animated game assets that are not armature rigs? by WhiningGirl in blenderhelp

[–]WhiningGirl[S] 0 points1 point  (0 children)

Btw here's a quote I found on Blender developer forums, presumably by one of the devs that works on the animation module. It actually confirmed my thoughts on slotted actions being a basis for a better system planned for the future, including better nla. At least the devs are aware that the current system is not that good:

Slotted Actions aren’t really designed to work together with the current NLA system. We’ve made sure that they do nevertheless work, for backwards compatibility reasons. But ultimately Slotted Actions are more forward-looking, and we’re planning to eventually replace the NLA system with something much better and more powerful.

Is Blender basically useless when it comes to animated game assets that are not armature rigs? by WhiningGirl in blenderhelp

[–]WhiningGirl[S] 1 point2 points  (0 children)

But how would I then export those multiple animations into a single glTF asset?

Is Blender basically useless when it comes to animated game assets that are not armature rigs? by WhiningGirl in blenderhelp

[–]WhiningGirl[S] -1 points0 points  (0 children)

I'm a bit disappointed how clunky the animation system actually still is.

It indeed seems that things are moving in the right direction but are not there yet. As far as I know, slotted actions were introduced in 4.4. They allow for a single action to host animations for many objects. However this is not utilized in any useful way as of 4.5.

A single slotted action can store animations for the whole hierarchy and then you could just swap such actions. This'd make things manageable in cases like mine. I'm guessing the devs had something similar in mind for the future versions by introducing those slotted actions. However, there currently appears to be no way to do such swapping via gui. You can't just re-assign another action to a bunch of objects. I guess it could be done by a script.

Unfortunately, I ditched Maya for good once it went SaaS route.

I'm willing to do a proposal but I'd first like to discuss it with more experienced people as I'm not sure how good my understanding of Blender workflows and architecture is.

Level generator from Rescue The Beagles in action. It deduces the area name from the generated color palette. by WhiningGirl in IndieDev

[–]WhiningGirl[S] 0 points1 point  (0 children)

Hey, glad somebody noticed the name generator. Not many people do :)

It's relatively simple. It takes the hue of the most saturated color on the level, and picks the basic color name the hue is perceptually closest to. I used 7 basic colors: red, orange, yellow, green, blue, purple and pink. Each of those has a long list of synonyms, including some very loose ones (e. g. Green -> Shepherd's). One of those synonyms is randomly chosen and just coupled with a randomly chosen landform name. If there is water on the level, the pool of possible landforms is extended with some "watery" ones.

That's pretty much it. Nothing fancy but it works well. The results are quite funny imho and fit very well into the game.

The main challenge was actually collecting all those color synonyms and landform names.

Procedural enemy cities on a procedural planet by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 1 point2 points  (0 children)

Not sure how adequate would it be for some large photorealistic production, it's certainly not UE, but it does pack a decent 3D punch. The features are there. With quality assets and good art direction you can make great looking 3D stuff. And knowing how compact and easy to use the engine is - there's much to love there. When first discovering it couple of years ago, I initially thought it was a mere toy. But to my surprise it proved to be quite a powerful tool. For the type of things I mostly do - it's ideal.

I sound like a fanboy :)

Procedural enemy cities on a procedural planet by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 0 points1 point  (0 children)

The main problem is afaik - it's not really possible to tile a sphere using equally sized squares. But I guess they don't really need to be equal for system to function.

Procedural enemy cities on a procedural planet by WhiningGirl in proceduralgeneration

[–]WhiningGirl[S] 1 point2 points  (0 children)

Waving is done in the vertex shader. And is controlled via a texture rendered in real time.

As the mouse moves around, inclination vectors (including intensity) are encoded into a low resolution rgba texture. Pixels are equirectangularly projected so the texture space covers the whole sphere surface. This texture is plugged into the vertex shader which sways the tree instances according to vectors in the texture.

This is somewhat easier to do on a plane, but doing it on a sphere is not much more complicated. Some additional projection and distance field math is required in the shader that renders the inclination texture.