Suzuchibi movement yatta!

ARG.
Alright. It looks so easy, but its not. Not for me anyway. So what I’m doing is setting up a player controller that you move with your mind your mouse.

Step 1: Getting a controller to follow an object:
I used the basic FPS controller as a starting point. Rather than constructing the movement direction vector from the mouse axes, I simply told it to use the position of a game object. Conditional’d that so that it doesn’t fire unless there’s a target. I had to pussyfoot around turning the controller, since I want the camera to be static for the most part, and turning the camera with camera-space controls makes the game control weird.

Step 2: Raycast screenspace to collider:
In the old version I figured out how to shoot a ray from mouse position in screen space to collisions on world space. I also figured out how to use a Layermask to check what the ray hit. Now the system looks to see if you hit something in the Enemy layer first, then checks to see if you hit anything in the Walkable layer if you didn’t. Then, if we have a target that isn’t an enemy, we move our waypoint to the position of the raycast hit in world space. If we hit an enemy, we just make him the target. If we didn’t already have a waypoint target, we make a new one at the hit point.

Step 3: Give the target to the graphics object:
Since the player controller (the deal that actually takes input) never rotates, and only moves to specific points without turning, we need something to rotate the character art. So I made a game object that holds the art and directional stuff (such as attack areas etc), parented it to the controller, and turned that. I setup the controller to broadcast the target to all children so that I can get the target on any given weapon or animation or anything. Then I smoothly interpolate the rotation of the graphics object  towards the player’s target.

Most of this is in Fixed Update, so it runs pretty smooth now, with no jitteryness or anything. Pretty sweet. I can now setup my level art so that there are parts that are Walkable and parts that aren’t and the player can’t walk off the map. Whee!!

Edit:
Ok, some other fixes to help with targeting:

When raycasting, we do it in two steps, first to check if its an enemy (so that we can target a mobile game object) and then we check to see if we hit some walkable ground. Now, I added in a check to see if we already have a target that ISN’T an enemy and if we do, we destroy that one. This is because it appeared possible to click off the enemy and back on rapidly and leave a bunch of instantiated targets lying around. I also added in a kill timer on the spanwed targets so that they go away if it takes too long to get there. We are ready for melee combat, baby.

Suzuchibi Desuyo!

Ohayo gozaimasu! Suzumaru desu!

A long time ago, I was working on a prototype for a diablo clone. I got busy at work and kinda gave up on it for a while. I wasn’t super impressed with the character. I’ve since upgraded to Unity 3 and I’m in the process of trying to port over some old assets from that to build a cute chibi samurai game based of that framework.

Here’s some screens from the old project in Unity 2.6.1.

I’m looking into setting up a nifty rig for suzu-chan, one of those separate top and bottom types so she can run AND swing her sword. I also plan to have arrows, kunai, shuriken, and other weapons in there, because samurai weapons are freaking cool.

Look forward to it!

Nanoha Inspired Characters

Viva La Tvtropes. Also, I love Sai. These kids are from a scifi game that draws heavily from Nanoha and X-files of all things. I’m finally getting a handle on some styles of anime drawing, and I love it. I plan to do as much of this as I have time for during the holiday.

My short todo list:

  • Lowpoly foxgirl samurai for old unity proj
  • import old unity proj
  • draw cordellia
  • draw rietz
  • draw koneko
  • reconstruct Vyrmsol
  • rig sera
  • skin sera
  • animate sera
  • sera env art
  • sera particle effects

Seraphiel Zbrushed

Yeah… this has been done for a while. I figured I’d post my stopping point on the Zbrush stuff now that I’ve started polishing the textures in Photoshop. I went a lot darker with the textures overall, blackening her arms and legs and giving them a goldish hue. I’m also working on her hair and eye textures as well. Looking pretty good.

I eventually gave up working on this in Zbrush because I was getting some screwy crap when I tried to use the High Definition subdivision levels. I’d come back down and output my maps and come up with pixel sized artifacts that I ended up having to fix in PS afterwards. Guess I really need to take it in phases and stop jumping up and down subdivision levels in zbrush. bad for my health and sanity.

Anyway, progress on the textures up soon. Promise.

That Equality Thing

Misandry.
It’s the opposite of misogny.

This week I got an email from TED. This week’s theme it seems is the downfall of males: here’s the Ted Talk about women displacing men.

I may be the only person who thinks this, but I’m getting tired of reverse discrimination. I hear about it all the time, women this, men that, etc. Why is it that gender still matters? I thought we solved this in the seventies?

Anyway, statistics are telling us that women getting more degrees, higher paying jobs, and higher ranks in their careers than men. I’m not upset about that. What I’m upset about is the fact that people are still pushing. Why haven’t we hit equilibrium yet? I’m not about to say that misogyny is gone; I’m sure its not, but why are we still pushing men out of the workforce?

I don’t care what gender you are, what race, creed, or anything else. What I care about is that you can do your job. If women are getting jobs because they’re more qualified than men, great! I’m all for people having jobs they can do. I’m just sick to death of hearing what MEN can’t do and what WOMEN can’t do. It’s not your gender, its your capabilities.

Away with you, O beast of Gender. F*&) off. Now is the time of qualification and efficiency.

VIVA LA REVOLUTION.

Tenjho Tenge Review…

I have been planning on writing a review about Tenjho Tenge, but have been putting it off because I wanted to watch the series again before making any judgement about it. Unfortunately, I haven’t been able to force myself to watch the show again to make a fair judgement about it. So, please bear in mind while reading this review that it has been at least a year since I have last watched Tenjho Tenge and at least 4 years since I first watched the series.

Tenjho Tenge has great promise as a series. The characters are lively and well constructed, the opening theme is great, and the sword skills/fighting styles that are demonstrated in the anime are awesome. But, the plot and the show structure are designed and presenting in a fashion that leaves the viewer lost and irritated. I’ll say more about that later.

If you are interested in watching any part of the anime, I recommend watching (or listening) to the opening theme, “Bomb a Head!” As well as being a great example of Engrish lyrics, the song is peppy, upbeat, and pretty awesome. When I first watched Tenjho Tenge, I really hoped that the show would live up to the awesomeness of the intro song, but it continually fails to do so.

The problem with Tenjho Tenge is the plot and chronology. Most of the show is a flashback. The entire series is spent explaining events that happened about 2 years and not explaining the current events. While the events explained in the flashbacks are interesting, there are a lot of better ways to present the same material.

Despite the bad plot/flashback issues, Tenjho Tenge can be worth the time. If you are interested in fan service, large swords, and awesome fights, Tenjho Tenge is a good anime. If you like consistent plot and timelines, don’t watch Tenjho Tenge.

Our Brief Hiatus

Well, we apologize for that two week break there. Lots of stuff has been going on lately, real life stuff. Catastrophic events that must be dealt with. Etc. I hate being an adult. Anyway, some of the more interesting things that have been keeping us busy in the past days are:

one pixel
You may have noticed, but there’s a small platformer off to the right. That’s one pixel. Play it.
We’re still working on it of course, and it’s only got 2 levels right now, but we’re almost finished with the framework and soon we’ll be able to start building out more and bigger levels.

seraphiel
Sera’s still trudging along. I was particularly adverse to trying to unwrap all those scales, but this weekend I sat down and made myself do it. Now she’s completely unwrapped and if I have time this morning I’ll get her into zbrush and try some basic sculpting to see how the normal maps output. I also began setting up a little unity web player scene to show as a viewer on the site when she’s done. Or, maybe now that I’m thinking about it, before that, as a work in progress thing for the sculpt and textures.

gaming
We’ve done a little bit of roleplaying here and there, but It hasn’t been as much as usual. Life interferes.