Hammerwatch Forum

General Category => Hammerwatch Discussion => Topic started by: Hipshot on December 06, 2014, 10:14:04 PM

Title: What we are up to right now (read this or die).
Post by: Hipshot on December 06, 2014, 10:14:04 PM
Ok, so I haven't posted in a while and we have been kinda passive when it comes to HW the last few weeks, haven't even looked at the horde of released HW-videos on YT =(

That's because we are doing the following:

(http://zfight.com/misc/images/ssbd/bogusdetour_small.png)

We haven't been able to talk about it, cause we needed to have all papers signed and ready, however, it's a game in the Serious Sam-series and it features our brand new engine.
I'll write more details about this in the coming week.

I'm sure a lot of you had been expecting some fancy HW news or such, sorry, not this time!  >:(



Edit: Stickied
Title: Re: What we are up to right now (read this or die).
Post by: miniluigi008 on December 07, 2014, 12:19:14 AM
I think it's great that you are working on a new game, but it's a little disheartening for me to see that, since you probably won't be putting in as much effort towards Hammerwatch. I signed up for the forums today to say the mac version of the game needs an update badly, especially with the release of Yosemite, this game is running super-slow and I can't fix it.

I'm stuck in the menu, the music plays full speed but the graphic output is lagging and has a terrible frame-rate (probably 1 frame per 20 seconds.) Any suggestions? It ran fine when I first got it, and I already re-installed it to see if that would fix any problems. Unfortunately, it did not.
Title: Re: What we are up to right now (read this or die).
Post by: Phantom on December 07, 2014, 01:22:51 AM
Ahhh, Serious Sam, I had a great time playing that with friends on split screen. Good luck on your project
Title: Re: What we are up to right now (read this or die).
Post by: Dai Tou Zai on December 07, 2014, 03:03:24 AM
This looks serious
Title: Re: What we are up to right now (read this or die).
Post by: Heretic on December 07, 2014, 03:05:02 AM
This is truly exciting!
Title: Re: What we are up to right now (read this or die).
Post by: Hathunter on December 07, 2014, 12:03:55 PM
Well, this certainly sounds interesting, having liked both the Serious Sam series and Hammerwatch. Looking forward to it :)
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on December 08, 2014, 10:09:25 AM
This is going to be a SciFi shooter game, with mixed contemporary weapons like Miniguns and pistols to laserweapons and grenades. We will have a limited leveling up system, that gives you perks, just like in Gradius, or Call of Duty if you so like, here some of them:

(http://zfight.com/misc/images/ssbd/powerups.png)

I'm sure a lot of people that like hammerwatch for being an fantasy game and so won't like this as much, but for those that like modding this should be much much better - but more complicated.
Trying to move as much as possible away from being hardcoded into the engine itself, into Angelscripts that's placed just like xmls outside the exe should help a lot. For example, how weapons actually work and behave, script elements, weather effects, player behaviour etc. But that's not all, if you have some knowledge in real scripting and coding, you can use the angelscript system to do a lot more than just mod what's already in the game, you could add completely new systems too, I guess you can potentially mod in a hammerwatch into this if you want and have the knowledge.

This is also the engine that will power a Hammerwatch 2 in the future, whenever that will happen. It had to take a backseat when we develop this one, since we are only three people, might add another level designer to the ranks this spring though.

@ miniluigi008, I'm sorry to hear that, I can't really answer that question, if the game ran fine, then something must have happend afterwards, I must assume.
Title: Re: What we are up to right now (read this or die).
Post by: dingoZero on December 08, 2014, 09:06:54 PM
One question, it sounds like I will be able to actually write scripts and use them?

Is this true?
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on December 08, 2014, 09:31:59 PM
Myran can answer this better than me, but from what I've heard, he should probably add to this discussion.
Title: Re: What we are up to right now (read this or die).
Post by: dingoZero on December 08, 2014, 10:15:09 PM
One of the most frustrating things about the current editor is the sheer number of script nodes it takes to do something which could be done with a few lines of code.

I'm excited to learn more about this.
Title: Re: What we are up to right now (read this or die).
Post by: Dai Tou Zai on December 09, 2014, 03:38:14 AM
One of the most frustrating things about the current editor is the sheer number of script nodes it takes to do something which could be done with a few lines of code.

I'm excited to learn more about this.
+5000
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on December 09, 2014, 08:25:42 AM
Yea, I'm aware =) But when we developed HW, it was about getting everything to work and make a game, not much else. I hope we can have fewer entities with more options in them instead!
Title: Re: What we are up to right now (read this or die).
Post by: Myran on December 09, 2014, 02:42:37 PM
So a big reason why I'm rewriting the engine from scratch is to get a much more robust system for modding. The plan is for pretty much anything game-specific to be done in scripts, and all those scripts should be possible to modify. We don't yet have the script system in the editor that we had in Hammerwatch, but when we do I plan to implement all the script nodes as modifiable code.


Since I've mostly worked on the engine I don't have a lot of scripts to show, but as an example here is a hit-scan skill used both by player weapons and by some of our enemies:
Code: [Select]
class Hitscan : IAction
{
array<IEffect@>@ m_effects;

int m_rays;

int m_rangeMin;
int m_rangeMax;

float m_spread;
float m_spreadMin;
float m_spreadMax;
int m_spreadTime;
int m_spreadTimeC;
int m_spreadCooldown;

string m_shootFx;
string m_hitFx;
string m_missFx;


Hitscan(SValue& params)
{
@m_effects = LoadEffects(this, params);
m_rays = GetParami(this, params, "rays", false, 1);

SValue@ spread = GetParamd(this, params, "spread", false);
if (spread !is null)
{
m_spreadMin = GetParami(this, spread, "min") * PI / 180.0;
m_spreadMax = GetParami(this, spread, "max") * PI / 180.0;
m_spreadTime = GetParami(this, spread, "time");
m_spreadCooldown = GetParami(this, params, "cooldown", false, 100);
}
else
m_spread = GetParami(this, params, "spread", false) * PI / 180.0;

SValue@ range = GetParamd(this, params, "range", false);
if (range !is null)
{
m_rangeMin = GetParami(this, range, "min");
m_rangeMax = GetParami(this, range, "max");
}
else
{
m_rangeMin = GetParami(this, params, "range");
m_rangeMax = -1;
}

m_shootFx = GetParams(this, params, "shoot-fx", false);
m_hitFx = GetParams(this, params, "hit-fx", false);
m_missFx = GetParams(this, params, "miss-fx", false);
}

bool DoAction(Actor@ owner, vec2 pos, vec2 dir)
{
if (m_spreadTime > 0)
{
m_spread = lerp(m_spreadMin, m_spreadMax, min(1.0, m_spreadTimeC / float(m_spreadTime)));
m_spreadTimeC = min(m_spreadTime, m_spreadTimeC + m_spreadCooldown);
}

if (m_shootFx != "")
PlayEffect(m_shootFx, pos);

dir = normalize(dir);

for (int i = 0; i < m_rays; i++)
{
vec2 shootPos = dir;
if (m_spread > 0)
{
float ang = atan(shootPos.y, shootPos.x) + (randf() - 0.5) * m_spread;
shootPos = vec2(cos(ang), sin(ang));
}

if (m_rangeMin < m_rangeMax)
shootPos *= m_rangeMin + randi(m_rangeMax - m_rangeMin);
else
{
shootPos *= m_rangeMin;
}

shootPos += pos;

RaycastResult res = g_scene.RaycastClosest(pos, shootPos, ~0);
if (res.unit !is null)
{
Actor@ a = cast<Actor>(res.unit.GetScriptBehavior());
if (a !is null && a.Team != owner.Team)
ApplyEffects(m_effects, owner, a, xy(a.m_unit.GetPosition()), dir, 1.0);

if (m_hitFx != "")
PlayEffect(m_hitFx, res.point);
}
else if (m_missFx != "")
PlayEffect(m_missFx, shootPos);
}
return true;
}

void Update(int dt, int cooldown)
{
if (cooldown <= 0)
m_spreadTimeC = 0;
}
}

And here is how we use it in our enemy unit file xmls:
Code: [Select]
<array name="actions">
<dict>
<string name="class">Hitscan</string>

<int name="range">175</int>
<int name="rays">10</int>

<dict name="effect">
<string name="class">Damage</string>
<int name="dmg">8</int>
</dict>

<dict name="spread">
<int name="min">25</int>
<int name="max">50</int>
<int name="time">3000</int>
</dict>


<string name="hit-fx">units/hit_smoke.unit</string>
<string name="miss-fx">units/miss_smoke.unit</string>
</dict>
</array>

It's still early in the development, so this will of course change, but that's what we have right now.



I'm stuck in the menu, the music plays full speed but the graphic output is lagging and has a terrible frame-rate (probably 1 frame per 20 seconds.) Any suggestions? It ran fine when I first got it, and I already re-installed it to see if that would fix any problems. Unfortunately, it did not.
Have you tried turning off the steam overlay in Hammerwatch? It has caused problems for some people on Mac. And have you updated your graphics drivers?
Title: Re: What we are up to right now (read this or die).
Post by: Heretic on December 10, 2014, 05:59:09 AM
The modding of course I think is the most exciting aspect for myself :D I love serious sam too though, so that will be fun I know it!

Can't wait to see what the new editor and scripting is capable of!
Title: Re: What we are up to right now (read this or die).
Post by: Dai Tou Zai on December 10, 2014, 09:00:10 AM
I get that you're adding alot more customization but will you guys be simplifying stuff?

Example
Why not just have level change/teleporting as 1 script (Add in the All Players/AOE/LevelExit)? and just connect them with 1 number or ctrl alt
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on December 10, 2014, 09:36:09 AM
We don't have any scripts yet, but yea, they will get simpler, the once that can be made simpler.

Here's a funny video btw

http://www.youtube.com/watch?v=oxFe-HxJqnE
Title: Re: What we are up to right now (read this or die).
Post by: Dai Tou Zai on December 10, 2014, 09:50:26 AM
We don't have any scripts yet, but yea, they will get simpler, the once that can be made simpler.

Here's a funny video btw
Now i'm curious to find out what that pen/text tab does
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on December 10, 2014, 10:21:24 AM
I'm not sure the text tab will be there in the end, no reason really, texts can be inside a script layer instead. But for now, inside it, you have the possibilities to place text on the ground in the editor and have texts seen only in editor or both game and editor.

Pens are used to make walls and things in a row, it's a bit buggy and so, but I've already used it when I created level 1 in SSBD.

(http://i.imgur.com/xPC8UxR.png)
Title: Re: What we are up to right now (read this or die).
Post by: Heretic on December 11, 2014, 01:23:29 AM
I'm hoping that with the new engine you'll be able to teleport independently of the group and (Myran!) maybe even different levels?
Title: Re: What we are up to right now (read this or die).
Post by: Dai Tou Zai on December 11, 2014, 03:44:10 AM
We need conveyor's in the future of hammerwatch!

Question, with all the modification will it be possible to make a Hammerwatch custom MOBA?
Title: Re: What we are up to right now (read this or die).
Post by: Myran on December 11, 2014, 03:47:47 AM
You will be able to teleport independently, yes. The local co-op will be split-screen instead of the shared screen like in Hammerwatch so that we can split up players.
We've been thinking about being able to be on different levels and we're not sure yet if it will be possible. There are some interesting technical and logical challenges to supporting that, so it's something that might just be too much work, but at least we want it and we haven't excluded it yet.


Yes, it should be possible to make a MOBA, although it will probably require you to write quite a bit of code to make it really nice (like, at least some custom skills and custom AI for the creeps)
Title: Re: What we are up to right now (read this or die).
Post by: Heretic on December 11, 2014, 04:06:48 AM
What about movable objects maybe? I can think of so many level progression ideas, puzzles, and mechanics with pushable or moveable objects? ./beg
Title: Re: What we are up to right now (read this or die).
Post by: Dai Tou Zai on December 11, 2014, 04:10:55 AM
We need 10 player Co-Op pls
Title: Re: What we are up to right now (read this or die).
Post by: Heretic on December 11, 2014, 04:11:58 AM
We need 10 player Co-Op pls

or 5v5 versus. Already thinking of how much fun the versus is going to be!
Title: Re: What we are up to right now (read this or die).
Post by: Dai Tou Zai on December 11, 2014, 04:17:04 AM
Multiplayer game mode were 1 team is monsters and the other are heros, but playing as a stationary boss would suck haha
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on December 11, 2014, 11:47:38 AM
We talked about the core features yesterday and when it comes to versus mode the biggest issue is getting the netcode up to a level where you can play over the Atlantic and have a high ping w/o any major issues, just as you can do with many other more established games, this is not as easy as it sounds. Those issues are far less in coop, cause you fight AI and if it's lags or gets a bit desynced it won't really effect the gameplay - people just don't feel cheated out of a kill in the same way. That's our biggest issue getting a solid versus experince.

When it comes to amount of players, I say we probably need to restrict the games split view feature to 4 but, other than that, it's up to lobby and HUD design as the limit, we talked about more than 4 players, 6-8 would be really cool to see.
Title: Re: What we are up to right now (read this or die).
Post by: Dai Tou Zai on December 13, 2014, 03:06:14 AM
Last question i swear (Its more futuristic and if you cant answer ill be okay with that)

What about cross mapping?
Example - Being able to play and edit maps from HW1 on HW2 (If it's ever created)
Title: Re: What we are up to right now (read this or die).
Post by: Soga on December 16, 2014, 06:56:32 AM
What about cross mapping?
Example - Being able to play and edit maps from HW1 on HW2 (If it's ever created)

I'm pretty sure third party conversion tools will be very easy to do, if not done by the HW devs.
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on December 18, 2014, 11:49:26 PM
We did talk about this early on, I'm not sure what we decided, but whatever it was, I think it's something that would be addressed late in the development. I'm not against letting people convert their HW stuff to this engine, but then we need some good way of converting the gameplay too ofc.

Anyway, look at how the mouse controls the player and aim.
http://www.youtube.com/watch?v=3KWZjRAYkcA
Title: Re: What we are up to right now (read this or die).
Post by: miniluigi008 on December 19, 2014, 02:45:41 AM
@Mylan, yeah, I turned off the Steam overlay.

I believe it turned out to be a bad mac update-- I had to downgrade my OS version. Everything runs smoothly now.

I'm sorry if I caused any trouble, I just had no idea it was an automatic update until I started watching YouTube. It had terrible fps. Hopefully, the new update causes a problem with video backends, so it'll be Apple's fault and they'll fix it.
Title: Re: What we are up to right now (read this or die).
Post by: Eldur on January 11, 2015, 12:57:15 AM
So the easteregg I came across here while playing the temple campaign was more than just an easteregg :)

(http://fs1.directupload.net/images/150111/temp/9pr2trrv.jpg) (http://www.directupload.net/file/d/3864/9pr2trrv_jpg.htm)

Get that heart and then this will happen:

http://www.youtube.com/watch?v=lpY-cfTqzsI

Just without guns 8)

Too bad I couldn't take a screenshot of these headless bomber guys as I was totally panicking and trying to get away :)
Title: Re: What we are up to right now (read this or die).
Post by: Anicsin on September 14, 2015, 08:19:49 PM
Hey guys :)

I don't want look like a poking nasty couch-warrior, but may I ask how is the game developing? I haven't seen any news for a while.

Thanks :)
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on September 17, 2015, 08:21:01 AM
Ah, it's going good, it takes time to develop a completely new engine, but here's the latest video!

http://www.youtube.com/watch?v=aKgk9I1wVvg

I'm gonna try and get out something more on multiplayer not to long from now, I hope. Would love to show the versus, with all our cool weapons!
Title: Re: What we are up to right now (read this or die).
Post by: Anicsin on September 17, 2015, 08:28:51 PM
Looks really nice :) So basically there's only the two of you working on it, like at HW?
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on September 19, 2015, 09:01:37 AM
No no, we are a team now, actually, 6 people, we just hired another coder so.
So, it would be, 2 code, 2 art and 2 level design...
Title: Re: What we are up to right now (read this or die).
Post by: Anicsin on November 03, 2016, 12:50:10 PM
Greetings and salutations my dear developers!

So the thing is I've been following you on YouTube, watching every video about SSBD, calming my ever reoccurring nerdy rage every time I see the awesomeness of that project, yet I was wondering when will I be able to try it meself. Can you give us a short sum of the current progress of the game? :)
I wish you an infinite supply of rejuvenation potions and a huge bag of gold.
Yours etc.

Anicsin
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on November 14, 2016, 08:38:55 PM
You will be able to test it in time =D

Glad you are following us on Youtube, you can also take a look at our twitter account where we post more often @ https://twitter.com/RealCrackshell

We will also in time remake this forum to support more games!
Title: Re: What we are up to right now (read this or die).
Post by: Flemse on November 16, 2016, 04:18:33 PM
Will there be a closed beta, Hipshot?
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on November 20, 2016, 11:50:39 PM
Yes, there will most likely be some kind of closed beta for this game!
Title: Re: What we are up to right now (read this or die).
Post by: Flemse on November 23, 2016, 06:34:29 PM
Sounds great, where do we apply? :D Please let us know when we can, we'd be very intrested in participating.
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on December 05, 2016, 12:11:55 PM
You don't apply, we invite, but I'll remember that you want to be in! =D
Title: Re: What we are up to right now (read this or die).
Post by: Flemse on December 06, 2016, 06:11:28 PM
Thanks, I'd appreciate that very much. Should Alacarte(the co-creator of Dungeon of Doom 2) make a profile here if he wants an invite? And can you possibly tell us if the editor will be included in the beta? :D
Title: Re: What we are up to right now (read this or die).
Post by: Hipshot on January 11, 2017, 03:53:11 PM
It's probably better if he does so I won't forget!
Title: Re: What we are up to right now (read this or die).
Post by: kasse2 on January 12, 2017, 04:43:38 PM
hey alacarte here. looking forward to try your new game and very much so the editor :)