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Thread: Hidden Asset (isometric assassination/stealth game)

  1. #81
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    Re: Hidden Asset (isometric assassination/stealth game)

    Yeah, not really impressed with how MailPoet handled this. Though they did quickly release fixed versions.

    I'll probably be doing closed testing first and then do a public release of the demo after that. As to a timeframe, well, the demo will contain 3 missions (with the 2 first being tutorial missions) and 4 maps. I'm still finishing up the first map and mission, but that has also entailed a lot of programming and bug fixing, which I hope to more or less wrap up with this first map so that it's "just" a matter of designing maps/missions and making art assets. I'm sorta, kinda aiming to have the demo done early next year (possibly in connection with a kickstarter), but you know how it is with game devs and release dates...
    Laserbrain Studios - Currently developing Hidden Asset!
    Ascii Sector - Real-time roguelike in space!

  2. #82
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    Jun 2011
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    Re: Hidden Asset (isometric assassination/stealth game)

    I have run all the initial test releases to date and had a lot of fun with the first mission. Would love to be part of the test group (as I am sure most of us would).

  3. #83
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    Re: Hidden Asset (isometric assassination/stealth game)

    Cool! I'll probably make an official announcement at some point asking for testers.

    Also, just to clarify, the "mission" in the previous releases wasn't the actual first mission of the game. That was just something I'd thrown together to test some stuff.
    Laserbrain Studios - Currently developing Hidden Asset!
    Ascii Sector - Real-time roguelike in space!

  4. #84
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    May 2014
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    50

    Re: Hidden Asset (isometric assassination/stealth game)

    Good work dude. You've been quiet for a while. I heard so much about the Hidden Asset game and it has gradually improved I say. I'd like to wait for the beta version.

  5. #85
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    Re: Hidden Asset (isometric assassination/stealth game)

    I recently added another character with a unique look to Hidden Asset. Unlike the bouncer and Tony Vargas, however, this character will also show up later in the game. He's what is referred to as a Contractor in the game's world.


    When a company needs someone killed, they don't get in touch with the assassins, or Assets, directly. Instead, they contact a Contractor that deals with the company-end of the deal. This Contractor then gets in touch with another Contractor who deals with the Assets. This double-middleman arrangement ensures that nobody knows who hired who.

    So in the above screenshot, that's the company's Contractor talking to you, which is unusual. But the company (or whoever it was that hired you) insisted that their Contractor witness the hit in person, since you're a rookie in the assassination business and they wanted to make sure you were up for the task before hiring you for a second job.

    This anonymity between employer and assassin is a core part of the game's story. The plot kicks in when you're forced to find out who hired you to carry out a specific hit.
    Laserbrain Studios - Currently developing Hidden Asset!
    Ascii Sector - Real-time roguelike in space!

  6. #86
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    Re: Hidden Asset (isometric assassination/stealth game)

    You may or may not have seen the screenshot I posted on Twitter and Facebook last Saturday for Screenshot Saturday. But it showed the new cover system I've been working on.

    It started when I wanted to optimize frightened AIs searching for cover to hide behind. Before, they'd check all tiles in a given radius and see if they provided cover by doing line of sight checks for each and every tile. That was quite wasteful. A simple way to improve that system was to have each tile already hold information about the cover it provided -- and just fill in this information when loading a map and update it accordingly when doors are opened or closed, and so on.

    It also improved performance by not having to do as many line of sight checks in the rest of the code. Because with this improved system, if I'm on a tile that is designated as providing cover in direction X and the enemy I'm checking line of sight for is also in direction X, he doesn't have line of sight and there's no need to go through the more performance-heavy process of tracing his eyeline and checking if it intersects with any objects.

    And now that I had information for a tile's cover on hand, it was easy to visualize this information by borrowing XCOM's shield indicators. The small difference being that in XCOM, your soldiers automatically crouch behind low cover, while in Hidden Asset you have to do that manually, so there's a crouch icon that shows if you have to crouch behind the cover:




    Combined with the shadowcasting from all characters, these cover indicators in Tactical Mode make it a lot easier to sneak around and avoid being spotted. So not only did I improve the AI cover finding, I also made it easier for the player to understand the cover system. Two birds with one stone!
    Laserbrain Studios - Currently developing Hidden Asset!
    Ascii Sector - Real-time roguelike in space!

  7. #87
    Join Date
    Apr 2008
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    Norwich CT
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    Ubuntu 14.04 Trusty Tahr

    Re: Hidden Asset (isometric assassination/stealth game)

    This has been a very good illustration of just what developers have to go through to create a game, and I, for one, and grateful for the peek into the sausage factory!

    I drink my Ubuntu black, no sugar.
    Ubuntu user 28819

  8. #88
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    Re: Hidden Asset (isometric assassination/stealth game)

    Best digital sausages in town!
    Laserbrain Studios - Currently developing Hidden Asset!
    Ascii Sector - Real-time roguelike in space!

  9. #89
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    Oct 2008
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    Re: Hidden Asset (isometric assassination/stealth game)

    I've finished the art assets for the last remaining area of the first map, which is this small homeless village right on the edge of the map. You won't be interacting with this area, so it's mostly there as world flavor, since this game's world is in a deep economic crisis. I'll also be scattering these assets across other maps, so most maps will have a few homeless people hanging out.


    So beyond a final art pass to add a few missing details here and there (and additional frames of animation so that some of the homeless guys will be warming their hands against the fires or sitting on cardboard on the ground), this means that the first map of Hidden Asset is pretty much done.

    Next, I'm going to work on fixing some AI issues. I'm thinking I'll be doing a short series of development videos of this process with each video first demonstrating the issue and then the fix.
    Laserbrain Studios - Currently developing Hidden Asset!
    Ascii Sector - Real-time roguelike in space!

  10. #90
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    Hilleroed, Denmark
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    Ubuntu 12.04 Precise Pangolin

    Re: Hidden Asset (isometric assassination/stealth game)

    Finally got my hands on some new (second-hand) external hardware for recording videos:

    Laserbrain Studios - Currently developing Hidden Asset!
    Ascii Sector - Real-time roguelike in space!

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