wow…that’s really something.
Great great work.
You will watch the videoCan't tell if funny French-English or I have to watch the video or else...
Didn’t take any chances. Watched it and it’s very impressive. I’m really fond of the clean interface. A lot of MMOs go waaay to far in that area.
Can’t tell if funny French-English or I have to watch the video or else…
Oh God yes, I’m affraid you do not have any choice here :evil:
Thank for your comments, and btw, we 100% aggreed with that !
Imo, recent games generally put too much things on the screen, hiding sometimes whole parts of action. It’s just ugly !
That is why we decided to use a “light” HUD for Chaos.
@kriss4realms said: Thank for your comments, and btw, we 100% aggreed with that ! Imo, recent games generally put too much things on the screen, hiding sometimes whole parts of action. It's just ugly !
+1000
CHAOS launches campaign on Steam via Greenlight !
We count on you to join us on Steam and support CHAOS. You will find our latest news, screenshots and videos.
Stay tuned
Best of luck to you!
<cite>@erlend_sh said:</cite> Can't tell if funny French-English or I have to watch the video or else...You're used to the broken English of French developers including mine ;-P
@kriss4realms I saw your game in the video of a BOF (Birds of a Feather) at Siggraph 2013, keep up the good work.
Looks very nice.
Ohhh my DAYUM !!! I feel so excited about this game. For sure i’ll buy this game. And i will watch all your video !
<cite>@gouessej said:</cite>@kriss4realms I saw your game in the video of a BOF (Birds of a Feather) at Siggraph 2013, keep up the good work.
@gouessej Thank you for the info, I wasn’t aware of this vid
<cite>@kriss4realms said:</cite> @gouessej Thank you for the info, I wasn't aware of this vid :)Yes, look at the full session in these documents: http://jogamp.org/doc/siggraph2013/
Hey Monkeys !
Trailer of CHAOS with some new spell effects.
It’s there:
@kiss4realms: The link is down.
Omg, thanks. It’s online now.
Hey first off, game is really coming along, the effects are definitely cool.
Real quick though, on your 4Realms website, there’s a typo on the welcome screen (“Independant” should be “Independent”), and also your site offers english and french, but your forums are all in french. Might be worth while getting an english forum up.
keep up the good work!
As always great visuals!
I noticed something in the video looks a bit weird though. Maybe I’m wrong but it looks like when a character hit a monster, the monster looses his HP before he actually get hit, and play his die/hit animation. I can imagine why it does this, all is resolved at once and the animations and effect are played at the same time.
I used some really basic and straightforward “chaining” system in a game, that gives acceptable results. The idea is to have for each animation a “momentum” that is a float value that represent the moment the “strike” actually occurs. It also gives the go for the next animation/effect to trigger. I store the momentum as a UserData in the model for each animation. It’s kind of cheap and works well.
Wohow, sweet. Wish I could do so much stuff with animations and characters but the time, the time…
Great work. Keep going!
<cite>@nehon said:</cite> As always great visuals!I noticed something in the video looks a bit weird though. Maybe I’m wrong but it looks like when a character hit a monster, the monster looses his HP before he actually get hit, and play his die/hit animation. I can imagine why it does this, all is resolved at once and the animations and effect are played at the same time.
I used some really basic and straightforward “chaining” system in a game, that gives acceptable results. The idea is to have for each animation a “momentum” that is a float value that represent the moment the “strike” actually occurs. It also gives the go for the next animation/effect to trigger. I store the momentum as a UserData in the model for each animation. It’s kind of cheap and works well.
You’re right. Btw, these kind of updates will be done on the next release 2.4 which rely on a new combat system using GhostControl, event / listener combo etc. I’m currently working on it, but the combat system is one of the biggest part of the cake !
Anyway, your trick is smart, I’ll certainly give it a try. Thank you
<cite>@devinp52 said:</cite> Hey first off, game is really coming along, the effects are definitely cool.Real quick though, on your 4Realms website, there’s a typo on the welcome screen (“Independant” should be “Independent”), and also your site offers english and french, but your forums are all in french. Might be worth while getting an english forum up.
keep up the good work!
Thank you:) I’ll fix it soon !
And many thanks to all for yours nice comments 8)
Hello monkeys!
As you pointed out to me , it’s been too long time that I do not share the progress of our project with you.
(Despite that I read this forum every day !)
Sorry for that and here we go:
The Chaos project is going very well, we have jut tested the version 2.4 and you can see the “combat” video HERE.
[video]CHAOS_Beta 2.4 by 4Realms - YouTube
This version is the result of four months of hard work on many axes. First of all, the Graphic.
We have improved (again >.<) our dungeon, as the player is going to spent most of its game time within.
We built new places and we adjusted the scale of the environment that was too large.
Then, we also work on new generation of characters, that now include more animations & spécific node for weapons (modeling still done with Blender).
Game’s FX have been re-started from scratch and we are really proud of the results.
For this release, I have put a special attention to the use of dynamic lighting and emitters, in order to make the action as attractive as possible.
FYI, the FX are built in the JME SDK, saved as J3o file in the assets pack and then cloned / removed everywhere I need.
The second axis is the combat system, that has been re- written in order to increase its possibilities.
Initially, I used to run some simple distance calculations between the different characters to check the range before firing the action, or determine
the lists of characters affected by the radius of an explosion etc …
In this version , I replaced these tests by an intensive use of the GhostControl class with CollisionGroupListener parameter.
This stuff is really doing a great job here. I’m a big fan of this method.
In consequense, volumetric areas could easily be simulated in the game and skills became a lot more funny to use.
For example, we have created energy bolt-like skills (moving from point A to point B and affecting all targets that collide with ghostControl along the path)
or point-blank area skills that interact with all nearby characters.
Thus, many skills are now linked to others by some synergies, promoting group gameplay and strategy during combat.
And this is exactly what we want to highlight in Chaos.
To implement this idea and grant players the freedom feeling they need to build their gameplay, we also improved the latest version of our SkillBook .
This features allows you to modify general performance & behaviour of a skill, depending on your team, your equipment or your personnal experience. This enables flexibility in the team, depending on the situation faced. (The Skillbook can be reset, in order to test different “builds”).
Finally, the last axis concerns the characters. In previous version, they used to be static models, but now they support some stuff replacement methods.
The Players can now enjoy showing to their teamates the new items they have just droped or go searching for the “skin” that they dreamed of.
Nowadays, 4 of 5 characters are completed, we still have a lot of work, the way is long and hard but we will soon be able to close the “combat engine” chapter, and focus on contents like quests, puzzles, IG objectives, craft etc…
More info on our blog and website, or on our english forums !
See you soon !