Laserbrain Studios Forum

Hidden Asset => General => Topic started by: Christian Knudsen on June 26, 2014, 11:25:49 AM

Title: Hidden Asset development log
Post by: Christian Knudsen on June 26, 2014, 11:25:49 AM
Figured I'd make a thread for smaller updates that don't really warrant a front page blog post. Like this:

Party time!

(http://i1372.photobucket.com/albums/ag349/laserbrainstudios/party_zps5318f503.gif?t=1403774347)

Currently working on the night club on the floor above the restaurant. Your first assassination target is throwing a private party there to celebrate his birthday. Guess it'll be his last.
Title: Re: Hidden Asset development log
Post by: GLI on June 29, 2014, 08:20:43 PM
IMHO there should be some kind of link to this topic. Link on main page because nobody enters here so far... :o
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on June 29, 2014, 11:15:07 PM
There might be a Wordpress plug-in that shows the last couple of forum posts on the main page. I'll look around for that. But I'm also posting these short updates on Twitter and two other forums, so hopefully people will see them there. :)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on June 30, 2014, 01:31:13 PM
The 5 latest forum posts are now shown in the sidebar on non-forum pages.
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on October 08, 2014, 12:51:38 PM
Working on this game sometimes weirds me the fuck out:

(http://i1372.photobucket.com/albums/ag349/laserbrainstudios/carrybody_zpse1d1d83a.png)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on October 11, 2014, 11:35:10 AM
Hidden Asset now has an Indie DB page! http://www.indiedb.com/games/hidden-asset

(http://button.indiedb.com/popularity/medium/games/35627.png) (http://www.indiedb.com/games/hidden-asset)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on October 20, 2014, 06:10:50 PM
Time to get a new computer... :(

(http://i58.tinypic.com/2d84zkm.png)
Title: Re: Hidden Asset development log
Post by: GLI on October 20, 2014, 08:57:30 PM
Time to get a new computer... :(


Well, yes. It hurts.

My old Asus F3Sv with GF8600M had similar problem too. Replacing old GPU with new original one was possible (c.a. 150 EUR). Probably in Denmark it will be a little bit more expensive... ;)

BTW Nvida knew that GPU series was defective and Asus knew the've sold notebooks with defective GPU but they didn't informed about this and waited for malfunction. Some people were lucky and others (like me, long after 2 years warranty) were forced to pay... >:(
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on October 20, 2014, 09:17:30 PM
Yeah, seems like exactly the same thing. Early versions of the Lenovo T61 were apparently also sold with defective Nvidia GPUs. The upside is that I got this one really cheap. My wife's workplace were upgrading their computers, so I bought it for only about $80. I've had it lying around for about a year, then finally bought and installed a Windows 7 license for about $100 and transferred over everything from my old laptop a couple of months ago. Didn't last long. :(

I don't think it's worth it to try and get the GPU replaced, so I'm just looking at getting a brand new computer. I'm currently looking at a Lenovo IdeaPad G50-70 with an Intel i3 Dual Core and 4 gigs of RAM for about $500. It comes with Windows 8.1, though, so I'm hoping I can just install my Windows 7 license on the new computer without too many problems. I could probably just slip in my harddrive from the bricked computer, but that one is only 100 gigs and the new one comes with 500.
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on November 01, 2014, 01:21:12 PM
Screenshot for #screenshotsaturday:

(http://i62.tinypic.com/1zqx5ky.png)

Also, my new dev computer should arrive this Monday. Looking forward to working on a computer that doesn't constantly get bogged down! I ended up getting a Lenovo E540, if anybody was wondering. I hate chicklet keyboards, but the Lenovo ones should be the best there is, so I hope I can get used to it.
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on November 08, 2014, 11:07:53 AM
Screenshot for #screenshotsaturday:

(http://i57.tinypic.com/ip2tmh.png)

New overworld map for Hidden Asset. I realized that having everything take place in a single city just didn't make sense. As you get new missions, more locations to travel to will appear on the map.
Title: Re: Hidden Asset development log
Post by: NoobKid on November 08, 2014, 01:03:12 PM
Very sorry for posting off-topic, but did you (or could you) release the source code for ASCII sector? I thought posting here would get your attention better. If you're not the kind of guy who lets people mess around with his old projects, then alright. I just love ASCII sector.
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on November 15, 2014, 01:36:25 PM
(http://i61.tinypic.com/33lh1sl.png)

In Hidden Asset, mission locations are tranformed into crime scenes when you've completed the assassination job, so you can always return to stealthily retrieve any gear you had to leave behind.
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on December 01, 2014, 06:48:52 PM
I'm currently stress testing the AI pathfinding -- specifically in order to make sure that when a large group of NPCs are all walking near each other, they don't end up blocking each others' paths and growing into one big mess of blocked NPCs. So far, some relatively simple rules seem to be doing the trick:

(http://i62.tinypic.com/x41zqc.png)

As an aside, this looks kinda psychedelic in Tactical View with all the NPCs' field of view cones overlapping:

(http://i57.tinypic.com/zntpaw.png)

The only issue I've run into is that sometimes NPCs freeze up after having gotten out of another NPCs way. Their order and pathfinding seems to be fine, but they just end up standing all alone in the street doing nothing. I'll have to figure out what's causing that. They're probably just depressed.
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on December 13, 2014, 12:44:10 PM
Screenshot for #screenshotsaturday. Nice parking, Officer!

(http://i58.tinypic.com/29lihee.png)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on December 20, 2014, 12:30:47 PM
Complete first (tutorial) map for Hidden Asset. Download the fullsize version (4.2MB 5650x2953) here: https://www.dropbox.com/s/jwqv4j1gi7uev2k/fullmap.jpg?dl=1

(http://i60.tinypic.com/t7epw2.jpg)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on January 10, 2015, 03:23:55 PM
Screenshot for #screenshotsaturday. Reached a big milestone in the development of Hidden Asset. It's no longer in pre-alpha!

(http://oi59.tinypic.com/m75l4l.jpg)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on January 16, 2015, 11:53:32 PM
I have now successfully switched Hidden Asset over to SDL 2. After some more testing to check that everything is working as it should, I'm going to take a crack at switching Ascii Sector over as well.
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on January 18, 2015, 01:29:45 PM
Ran into an issue with the game leaking memory when switching resolutions or between fullscreen/windowed mode. With SDL 1.2, I had to completely destroy the OpenGL context and the SDL window and delete all loaded textures, then create the SDL window with the new settings and reload all the textures. This worked fine with no memory leaks. But for some reason, in SDL 2, this creates a memory leak. It seems that even though I delete the OpenGL textures, the RAM wasn't freed, so whenever I changed the game resolution or switched between fullscreen/window, I could see the memory footprint increase in the Windows task manager. Weird. Using heaptrc in FreePascal also confirmed these memory leaks.

However, it turns out that I don't really need to go through the process of deleting the OpenGL context, SDL window and loaded textures (and then recreating everything) to change window resolution or switch between fullscreen/window in SDL 2, since there are dedicated calls to do this that don't destroy the already created SDL window and OpenGL context (this may also have been possible in SDL 1.2 and I just weren't aware of it). So now all that is a lot simpler and quicker. Nice! I love it when a bug/issue results in a solution that's better than what was used before! :)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on February 07, 2015, 04:26:30 PM
Did the mission score screen. Keeping it simple.

(http://giant.gfycat.com/RespectfulFairChrysomelid.gif)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on March 07, 2015, 07:16:07 PM
Planning out the new Hensley International headquarters for tutorial map #2. Very early. Very temp.

(http://oi62.tinypic.com/20glilg.jpg)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on March 23, 2015, 04:33:19 PM
Still working on the second tutorial map, but I've also played around with some other stuff...

I've just implemented error handling of out of memory issues on old computers (my ol' trusty Eee PC 901 from 2008 runs out of memory if I don't disable some background programs -- mainly Dropbox -- so it's perfect for testing this stuff). It was a bit tricky, since some of the graphics assets loading happens in a separate thread. Basically, when loading a game, a new thread is created where data files are read and the asset files are loaded from disk via SDL2. The loaded asset files are then applied to OpenGL textures in the main thread (since OpenGL operations have to take place in the main thread). This means that there are two places where the program is most likely to run out of memory: when loading the asset files from disk in the separate thread and when turning them into OpenGL textures. So I had to account for both of these and handle killing the thread and deleting all the loaded textures properly. It seems to work now (though it may not be deleting all textures properly, so I'll have to run some more tests on that).

When I got tired of the more heavy development work, I chilled out by making some items for drawers. These items can't be taken or used, but you can move them around in drawers to search for useful stuff hidden underneath:

(http://oi57.tinypic.com/2iawtvq.jpg)

The red keycard is the only useful item in this drawer (indicated by the green glow/outline).
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on March 30, 2015, 12:53:26 AM
Working on my computer to make virtual people work on their computers. Making games is oddly meta at times...

(http://oi58.tinypic.com/xn8714.jpg)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on April 03, 2015, 08:37:17 PM
Working on giving guard NPCs memory, so if they don't see a fellow guard when they'd usually see him, they'll go look for him. It basically works by generating a list of seen guards for each guard as well as where and how often they'd see the other guard(s). This list is generated once when the map is built and the info stored in the map file. If the interval when the guard would see the other guard(s) is exceeded by some factor (I'll probably set it to double), the guard will go look for the other guard by tracing his patrol waypoints. If the guard doesn't find the other guard, the player will lose some amount of stealth (less than if the guard finds the other guard's body).
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on April 06, 2015, 05:11:09 PM
Almost got it all working...

(http://oi59.tinypic.com/29bo77c.jpg)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on April 11, 2015, 01:08:23 PM
Doing some wiring work...

(http://oi61.tinypic.com/2cemfxd.jpg)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on April 25, 2015, 05:57:51 PM
Map 2 is coming along well. Most of the layout and scripting is done, so I'm gradually moving to making assets.

(http://oi59.tinypic.com/sg77k7.jpg)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on July 12, 2015, 02:25:35 PM
My new office:

(http://oi61.tinypic.com/23t1sw0.jpg)
Title: Re: Hidden Asset development log
Post by: Iltsuger on July 15, 2015, 08:45:49 AM
Gjør det selv? Probably the most appropriate cardboard box for any independent game designer! :)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on July 15, 2015, 09:10:11 AM
Haha! I didn't even consider that! ;D
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on August 02, 2015, 02:35:11 PM
High/low melee attacks:

(http://oi59.tinypic.com/a9mee8.jpg)
Title: Re: Hidden Asset development log
Post by: Iltsuger on August 03, 2015, 11:46:13 AM
This segments the hit location system into two regions, kinda? Whereas firearms hit a fully random location?
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on August 03, 2015, 12:02:15 PM
Basically. For melee combat, a kick will always do damage to the torso/stomach area and a punch will always damage the head. But if you're using a knife and the opponent blocks, you'll do a small bit of damage to the arms.

When doing an unaimed shot, the body part hit is randomized (but cover is taken into account). And an aimed shot will of course damage the body part you fired at.

EDIT: Also, kicking knocks the kicked character back one tile.
Title: Re: Hidden Asset development log
Post by: Iltsuger on August 03, 2015, 08:14:42 PM
To continue my serious interview: could that forced movement knock someone off a balcony, or will there always be restrictions on movement when next to cliffs, etc?
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on August 03, 2015, 09:37:32 PM
Currently you can't fall down buildings/cliffs as the only z-movement programmed into the engine is via elevators. It would certainly be possible, though, and kinda cool, but not something I currently have planned.
Title: Re: Hidden Asset development log
Post by: GLI on August 05, 2015, 08:25:29 AM
To continue my serious interview: could that forced movement knock someone off a balcony, or will there always be restrictions on movement when next to cliffs, etc?

Don't forget about famous Russian KGB method of suicide through jump out of a window with screaming last words: "Comrades! Please, don't kill me...!"  ;)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on August 12, 2015, 11:06:20 PM
I've rendered out the individual character sprite pieces for the low melee and knockback animations. 2471 individual sprites. And that's just for the male NPCs! Now I just need to get them ready for use in-game. Thank god my asset pipeline is semi-automated!

(http://oi58.tinypic.com/11t7qsw.jpg)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on August 22, 2015, 05:23:44 PM
The new melee combat system is now done!

(http://giant.gfycat.com/TheseGranularGar.gif)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on August 22, 2015, 05:27:33 PM
... And now I just noticed that the attack indicators don't show up when the NPC is about to kick. Will have to fix that.
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on October 10, 2015, 06:08:53 PM
Added some scripting to have an employee react to me switching off a company server. Managed to capture a looping GIF that makes it seem like the poor guy is stuck in a hellish loop of being annoyed at his computer.

(http://giant.gfycat.com/WindyElasticHammerkop.gif)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on October 31, 2015, 10:01:33 AM
Having fun making highway billboards. The highway part of the 2nd map is just about done. No traffic yet, though.

(http://oi63.tinypic.com/13yh386.jpg)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on November 01, 2015, 01:38:03 PM
Fallout has Nuka, Hidden Asset has Breeze. All games need their own brand of coke!

(http://oi63.tinypic.com/21aco5k.jpg)
Title: Re: Hidden Asset development log
Post by: GLI on November 02, 2015, 12:10:27 PM
Fallout has Nuka, Hidden Asset has Breeze. All games need their own brand of coke!
http://oi63.tinypic.com/21aco5k.jpg

Polish manufacturer/producer of soft drinks and juices Hellena made series of product with label "Fart":

(http://vader.joemonster.org/upload/ztk/37799124fart.jpg)

Word "fart" in colloquial Polish language means "luck". Aiming UK market with such name was "bad luck"... ;D

So "Breeze" isn't bad name for a beer coke but IMHO it better fits canned fresh air from "Spaceballs" movie:
https://www.youtube.com/watch?v=SiabeNR_q0U

(http://www.geeksofdoom.com/GoD/img/2012/09/2012-09-17-spaceballs-e1347940359123-533x277.jpg)

 ;)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on November 03, 2015, 10:15:47 AM
Haha. Farts in a bottle. :D
Title: Re: Hidden Asset development log
Post by: Iltsuger on November 06, 2015, 02:47:00 PM
And fart in Scandinavian languages is often "speed."

...

And "tak" in Polish is yes, while it's roof or with a shorter vowel "thank you".

...

"Fart, tak"

In English, I guess that's a gassy clock?

Got tired of seeing this as my final word on the subject. My final word is now BLAMMO.
Title: Re: Hidden Asset development log
Post by: Cthulhu on November 27, 2015, 08:54:52 AM
@Iltsuger you've been taking language lessons?

@GLI good one!

@CK nice to see the progress of the game!
Title: Re: Hidden Asset development log
Post by: Iltsuger on December 06, 2015, 12:09:41 PM
Not in a very long time, Cthulhu. I just know things. :)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on December 06, 2015, 09:16:20 PM
Playing around with traffic. Still a few kinks to iron out. Like making sure cops drive on the right side of the road.

(http://oi67.tinypic.com/vh3j9j.jpg)

EDIT: Just realized that the cops aren't the problem in that particular screenshot. It's the other traffic spawn points. But there are also issues with cops driving on the wrong side elsewhere.
Title: Re: Hidden Asset development log
Post by: Iltsuger on December 07, 2015, 11:35:38 AM
Of course, if they're running lights cops can drive wherever they want to in order to get to the scene :)
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on December 12, 2015, 02:45:39 PM
Pedestrians in Hidden Asset don't give a fuck...

(https://giant.gfycat.com/GratefulGregariousFeline.gif)
Title: Re: Hidden Asset development log
Post by: Iltsuger on December 14, 2015, 12:23:29 AM
Lived in a town where people were like that. I always gritted my teeth watching people cross the road. I guess they had a lot of confidence in their doctors.
Title: Re: Hidden Asset development log
Post by: Christian Knudsen on February 14, 2017, 03:40:44 PM
There's maybe a bug or two...

(https://giant.gfycat.com/PreciousDeadAnt.gif)
Title: Re: Hidden Asset development log
Post by: GLI on February 14, 2017, 09:40:06 PM
There's maybe a bug or two...

 ;D

BTW It is amazing some games require drinking water, eating food and sleeping (like Fo:NV in hardcore mode) but no peeing and shitting... :o