STORE COMMUNITY ABOUT SUPPORT
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December 22, 2015 - TiagoF11
Creating a realistic and immersive experience - Part2: Real-Time Animated Attachment Switching.
Demonstration of a new functionality in No Heroes.
Ability to switch attachments in real-time and with animation.
This system dynamically positions everything in place and re-uses the same animations for all weapons for that attachment.
By doing this, it will save countless animations and speed-up development
December 6, 2015 - TiagoF11
As you may have expected, the alpha of No Heroes won't be releasing this year.
As i explained in this post: https://www.facebook.com/DrunkenLizardGames/posts/898309300261384 , i've been really busy lately with much more important things, and being able to work on the game as much as i usually do was impossible.
Keep in mind that i don't work full-time on the game. I work on this as a hobby.
Even so, i will have more time at the end of next week and i'll TRY to make a new Video Update before the end of the year ( no guarantee though )
The release date will turn into TBA, since i don't want to give wrong dates again... The next time a release date/window is given, that will be the one.
I want you all to be informed on the game as much as possible and i always try to be up-front with all of you on the current state of the game.
Thanks for understanding and thanks for the amazing support :)
September 5, 2015 - TiagoF11
Creating a realistic and immersive experience - Part1: Have control over what's on the weapon.
Initial testing of interacting with attachments on the weapon.
The IK system has been improved and you can see it working very well in this video with the transitions between normal and vault animations, and different IK positions on the weapon.
By using IKs, these animations with this attachments could be used for all weapons without any additional animations, saving countless animations.
Much more complex things to come!
Hello everyone, here's a little update.
I've been working on the gun-play, movement and recoil of weapons.
I also reworked the sway movement of the weapons. it's now much smoother and less jaggy when moving the mouse.
I also reworked how animations are created and mixed into the Animation component. Making it easier and quicker to add new weapons without much work.
I'm also working on the new mechanic where the player will be able to switch, with animation, the attachments in real-time.
This is a little more complex, since i don't want to make one animation per attachment and per weapon for that attachment. I'm making a system that will re-use the animations of the attachments for all weapons, regardless of the position and angle of the attachments in different weapons.
My goal with all of this is to make an immersive experience, where every action you make actually happens in-game with as less work as possible to add new content to the game (key part).
After this, i'll be making it possible for the player to see how much ammo the gun has by actually looking at the magazine, translating on-screen elements to in-game actions.
Here's a sneak peek of the gun-play i mentioned earlier:
Hope you're liking the development and thank you for the support :)
August 21, 2015 - TiagoF11
Here's a little update on the development.
Like i said in a previous post on facebook, i've been working on being able to spawn network weapons on the map and also on the player. Still working on it, but it's already working.
I've also remade the IK system because the old one didn't work properly.
With the new one, it can nicely blend between different actions the player is performing, blending the hands, with the IK placement on the weapons (Idle animations, grip position/rotation, etc), hands movement based on the weapons rotation (reload, ammo check, etc) and normal hand placement (vault/climb/takedowns).
I made it this way because it saves me from making many many animations.
This way, it reuses the same animations for every weapon.
I've also been working on transition between states, improved dynamic movement, made new animations(temporary, used to be able to test the mechanics).
I'm now currently working on weapon mechanics(fire/reload/etc).
Here's a video demonstrating the new IK system, vault and climb mechanics: https://www.youtube.com/watch?v=FCsCXpUaXB4
July 10, 2015 - TiagoF11
Happy to say that development of the completely new multiplayer and gameplay has begun.
I've been making everything completely from scratch because the old system was terrible. The new one is much more organized, comprehensible, extendable and overall much better.
I'm currently using Bolt networking middleware for the multiplayer component, which means it already features things like client-side prediction, dead-reckoning and much more. This also means i don't need to spend more time trying to make those systems.
Servers will also be authoritative (before it was peer-to-peer).
I've been working on the gameplay, making first the player controller, and then, i'll be adding more features.
I've already made tests with several clients and everything is working pretty well. Even tested it simulating that clients had 100ms ping, and still worked very nice.
One other major new addition (finally), is the removal of the old robot like character and the addition of a new character.
This character was made very quickly (5 minutes) using Mixamo Fuse default models, and will be improved later on.
Talking about new additions, i've also added the ability to lean, added the ability to crouch and prone while also having transition animations.
I've also been focused on creating a realistic and dynamic character and weapon movement. Hopefully it's much better than before.
Before you ask me if you can test it, no, not yet. ( I've been working on this for 1 week, ofcourse it's not finished :P )
I'm creating the player controller now, focusing on the movement ( players can't even shoot yet ).
I'm also going to implement the system to be able to customize your character.
I'll leave you here with a screenshot of how things are right now.
Thank you for your support :)