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The New World Update #17

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
CSG update #17 - the art pipeline

Our next milestone is the combat demo (don't ask me when), which is practically a game in itself as it requires pretty much everything: the character system, the combat system (attacks and NPCs' AI and pathfinding), the armor system, the gadgets, inventory, two hundred items (give or take) just to get the ball rolling, the interface, and god knows what else. It's a very complex task with a lot of moving parts that take awhile to define and even longer to implement. Here is Nick's status update:

Now, more detailed changelog since end of June:

- The core element of combat system - attacks, stored and edited in a data table. Open "AttacksDB" asset in Content\Gameplay\Combat\Attacks\ to check it out. Configure an attack, then when editing a weapon, assign all the attacks it supports;
- General TNW animation system setup;
- Game states and player input states: game running, paused, busy (like when you see the hourglass cursor). The AI shouldn't think when the game is not running, the player shouldn't spam commands when PC is in the middle of attacking, that kind of stuff;
- Interactive cursor, proper cursor scales and hotspots;
- Setting up the human animation state machine. Simply put, it's a network of nodes and connections between them, where a node is animation type (idle, aiming, attacking, dying, etc) and the connection is a rule which controls the transition between nodes;
- Added idle animations, implemented triggering idle variations;
- Coded in combat structure, phases, implemented combat start/end;
- Added pistol and rifle animation sets;
- Implemented relative aiming and full body rotations towards enemy, wrote a framework of math functions to support that;
- Unified the world interactive objects within one class hierarchy;
- Pathfinding update: made characters path around each other in realtime movement, instead of bumping into one another. Finally got to implementing characters occupying (owning) tiles in the combat mode (see red squares on grid), updated grid object instanced mesh components to visually reflect that;

As you can see, most of this stuff sounds pretty basic, but every item on this list is a leap forward and a critical piece of game infrastructure.​

Now that "where the game's at?" question has been answered, let's look at our art pipeline. Years ago Brian Mitsoda asked me about our art pipeline. I proudly told him that our pipeline's name is Oscar, but that was a long time ago and things have changed since then:

Step 1 is a rough Excel layout:

102654.png

The Pit's central "square"

Step 2 is a rough in-engine layout:

102004.png

^ The Promised Land saloon

Step 3 is painting over each building to define the overall look, lights, and assets needed:

x_102010.jpg

^ The saloon

x_102007.jpg

^ The Regulators' headquarters

Step 4 - the assets:

103322.png
103323.png
103326.png
103324.png
103331.png
103330.png
103328.png
103327.png


Step 5 - put it all together but we aren't there yet (we won't do it until the entire location is defined and all the assets are done, which would take a couple of months).

While it's not what Obsidian is doing with Deadfire, it's a big improvement over AoD and not just in terms of the overall visuals but also in terms of making the ship's environments more memorable. Hopefully you'll be pleasantly surprised.
 

Goral

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Locations seem rather small (I know it's just a draft now), hopefully this ship will be big enough for some exploration because going from one room to the next doesn't seem too exciting. I hope we'll have at least as many things to do as in AoD.
 

Elhoim

Iron Tower Studio
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Locations seem rather small (I know it's just a draft now), hopefully this ship will be big enough for some exploration because going from one room to the next doesn't seem too exciting. I hope we'll have at least as many things to do as in AoD.

Those are buildings in the "container city". It's no different as showing the interior of the Inn in Teron. There are "streets" and such around them.
 
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Lurker King

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Vince said:
Years ago Brian Mitsoda asked me about our art pipeline. I proudly told him that our pipeline's name is Oscar, but that was a long time ago and things have changed since then.
:lol::lol::lol::lol:
 

AbounI

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Locations seem rather small (I know it's just a draft now), hopefully this ship will be big enough for some exploration because going from one room to the next doesn't seem too exciting. I hope we'll have at least as many things to do as in AoD.
Also, don't forget the promised verticality the excel sheet can't show although some feats look like bridges.
 
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Lurker King

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What I like about these updates is that they are showing how things are made behind doors, with drafts, plans, etc. No fancy polished stuff that makes the end product seem like magic. That's good. If someone decides to venture in making his own cRPG, he will have a pretty good picture of the amount of work and hurdles involved. Nick also made this thread on the ITS forum explaining his experiences with Unreal, providing tips, etc. Invaluable for aspiring young cRPG developers.
 

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