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To the victor, the spoils - all 3125 of it |
Work on Warbands and their strategies has progressed well during August, a month were the weather couldn't decide whether it wanted to be the height of summer or mid-November, leading me to keep both the Big Summer Fan and Autumn duvet at hand.
Warbands now traverse the game world - which is still a completely flat and open test area - in search of "Points of Interest" - which are currently tall blue cones to make them visible. Holding an area allows healing of wounded troops, and looting for good old fashioned cash/points.
Warband can now decide that maybe their battered team of a few survivors don't really fancy taking on the huge opposing warband which they have just encountered, and may evade battle by fleeing. Eventually, once I have bows and crossbows working, warbands will have more options for battle than just fight or flee.
Combat now ends with one group deciding that it's time to leave pronto, with unit cohesion breaking down and a total rout breaking out. Pursuers will attempt to block off routed enemies and hack them to bits - it's good for individual XP which can be used to upgrade stats whilst healing at a "Point of Interest", and also for looting loot from the defeated corpses. A routed warband automatically drops half of it's loot in panic.
So there is the battle, which the top pick is the final result of. I didn't video all the battle because much of it was just surviving warbands moving from lootable position to new lootable position, so here is just the action.
I also upgraded the weapons, filling out most of the planned classes. This meant modeling some new meshes, and requiring new animations for attack and movement, because a spear obviously does not work like a broadsword. The new attack animations are based off the old ones so look a bit rough at the moment, and will do until I get chance to rotoscope myself cocking around with pole weapons.
All fine for one handed weapons, but a Viking Long Axe kinda needs it's own moveset where BOTH hands stay on the pole, and so I cried; "once more unto the breach!" and had another look at Inverse Kinetic tutorials.
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How IK tutorials are supposed to look - it doesn't work of course |
Now there has been a long running issue with IKs for ... oh about 18 years. Mainly that I never got them to work way back then and ignored them ever since. To be fair, the number of tutorials and easy of use idiot proofing of them has grown exponentially since I first picked up Blender3D in 2007. The idea is, you give the pole an armature with a hand bones high and low, and a central root bone. When you want to move the arms you move the pole's root bone.
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And how it looks in game - busted |
Naturally this doesn't work, because life would be easy if it did. In the above image, Left Side: the lower hand is offset from it's target in the game engine, and in Blender; Right Side: a second pole (selected orange) shows what the actual mountPoint angle is, just as it looks in game. Even though the mountPoint is parenting to the weapon pole armature. No matter what I did, the rotation was always wrong.
So I came up with a solution.
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MountPoint parented but not connected to hand bone |
Now I have previously noticed that Blender and Torque3D open source game engine, like to think that the origin of a bone is at opposite ends, which caused a bit of trouble when parenting hitBoxes to the character previously. So I extended the tips of the hand bones to be level with the mountPoints.
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Hand bone tip level with mountPoint |
The mountPoints themselves will go all over the place if IK'ed - because they are not connected directly to the other bones - so I used the hand bones for the IKs. The weapon had 2 bones now, the top hand point bone was now IK'd to the character's own right hand bone, and then the character's left hand bone was IK'd to the weapon low hand point bone. Dem bones, dem bones, dem ... dry bones!
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Weapon IK'd to the right hand, left hand IK'd to the weapon low bone |
Now both hands remain in place on the pole because the pole itself is IK parented to the character, and the character is IK parented to the pole. They are no longer ... poles apart! Thank you, thank you, I'll be here all night!
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I have since cleaned up the twisting in the left bicep |
So, with IKs finally understood, and working in game I set about animating for two handed pole weapons ... and immediately hit another snag. The weapons themselves needed animating for different states of their ShapeBaseImageData FSMs, otherwise they would be held in the wrong places at the wrong times, holding a pole close when moving had to different from slinging it out to maximum reach in battle.
After that I had to synchronize the speed of the animations to keep pace with the changes in animation speed of the character's actions, because everything speeds up or slows down depending on making a light or heavy attack for prepAnim or attackAnim. Because attacks use the same button with release time being the deciding factor between light and heavy attacks, light attack for the weapon FSM was being called faster than the prepAnim was ending, so I took the transition to fire out of the FSM and moved it into Player Class animation code for when the prepAnim ends. If it's interrupted there is already a fallback in the FSM for that.
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Long Axe is Long! |
I also changed how shields worked. Previously I had them as StaticShape objects, but now I moved them into the ShapeBaseImageData with weapons for easier mounting/unmounting. They share the same parry values as weapons but are seperated by a simple isShield flag. As weapon "images" are not real objects they should also be easier on network load than mounted StaticShape objects, especially with lots and lots of heavily armed warriors running about.
August is over, summer ends - though to be honest my little patch of God's Own County didn't get much of that, when everyone else was going hysterical about "heatwaves" I was shivering under sea fog.
Next month, the cunning development plan is to start actually modeling the armour of the characters, and develop a system were different warbands equip unique looking items. A lamellar helmet and early spengenhelm may be the same class in game but there is a big difference between what an Avar or Lombard helmet looks like and a Saxon Sutton Hoo helm.
Autumn is here!