Dudeman the QARPY Muppet

Show us your works in progress and request feedback

Post » Fri May 27, 2016 1:11 pm

MOST RECENT TEST BUILD ALWAYS AVAILABLE HERE:
HAVE A TEST PLAY

So a few years ago, a few of the guys from the forums here and myself got together and started working on a few ideas.

For the last several years those ideas have sat dormant.

Recently I've started putting a few things together, and have an awkwardly but procedurally animated "noodle man". Currently I'm still working on the inventory systems and so-forth that will be used in the game, but have a somewhat reliable and intuitive "dude selection system" and a solid foundation for making new animations easily.

Added in some IK chain solvers :D
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There's no "gameplay" yet as this is a system implementation only up to this point. There are some loose documentations in the game to describe the buttons to use etc in order to test things. There are a few undocumented buttons but they shouldn't be required as far as I can recall. There is a seed for random generation but it's hard coded at the moment - I will add something to change it at runtime in the future.

CHANGELOG:
See thread posts by me for updates to the current features

~Sol
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Post » Mon May 30, 2016 9:51 am

Day and night cycle added.

Also - uploaded a HTML5 version (no data handling - so no loot spawning etc) just as an easy alternative to people who just want a quick look at it.

You can preview the web build on my domain (yes I'm lazy and haven't actually made a website for the main page yet); HERE

~Sol
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Post » Fri Jun 03, 2016 1:06 am

It seems like procedural animation is taking shape in Construct 2 more and more every time I see it mentioned. Nice demo!
I like giving game advice more than I actually like making games ;)

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Post » Fri Jun 03, 2016 2:48 am

Thanks :D

My animation "keyframes" need a bit of work... but with the way I've set it up, I can make the character move, quite literally, however I want to - automatic zordering and limb generation means I just have to place the hands/feet and elbows/knees... my limb placement code does the rest.

I have actually added a fair bit to this, but haven't uploaded it yet as most of it is fine tuning and cosmetic changes to make customising the look of the "blank dude" a bit easier. There is now also two genders, and persistence of individual instance data is now a lot better (for saving inventories, etc).

I'm also toying with a few ideas that MIGHT mean I can forget having to use NWJS data handling for saving and loading stat data... which will make a web-based release (at least for testing) a more workable idea.

Cheers for checking it out!

~Sol
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Post » Sat Jun 04, 2016 5:42 am

[ADDED]
- New "crafting menu" with scroll ability, activated from Work Bench
- Dudeman is now gender specific (and clothing absent for now! - BEWARE NSFW!)
- Better persistence of item information and inventory storage (not reflected visually yet)

[FIXED]
- Waypoints work a lot better now (but can still trigger out of order)
- Day and Night cycle tweaked and improved

[WHAT'S NEXT]
- Map generation for exploring the world
- First craftable items (probably going to start with walls/building type stuff)
- Removing NWJS data handling (hopefully) in favour of newly made persistence system
- Adding first clothing items

~Sol
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Post » Sun Jun 05, 2016 9:08 am

good ! :)
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Post » Sat Jun 11, 2016 6:13 am

First stages of being able to build rooms has been added.

For now there is no error checking (rooms overlapping etc) or snap-building. You also don't require any resources to build rooms yet - but the framework is there and working.

- Place a "dude" next to crafting bench (the thing that looks a bit like a chair or table at the moment) and right click for the "make" menu.
- Click Make
- Click the icon in the menu for small wooden room
- Click on screen to "prepare" first wall section for placement
- Click again to place it where you want
- Click once more to "prepare" the second wall section
- Click one last time to place it where you want

Press Escape to exit the crafting/make mode.

~Sol
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Post » Mon Jun 13, 2016 2:19 pm

Got a bit carried away and decided to add my beginnings of weather effects :)

~Sol
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Post » Sat Jun 18, 2016 3:34 am

- I have fully added in the weather components (subject to change based on Gigatrons new fogfx he's working on)
- Added in nice colouring for dusk and dawn during the day and night cycle change
- Added a sun and moon in the sky
- Added snap-building to the room construction (still needs full error checking to make sure you can't build rooms overlapping the entire structure)

~Sol
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Post » Mon Jun 20, 2016 5:04 pm

Looks like a very interactive sandbox game... Will definitely look into your work! ;)
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