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Amnesia - The UNKNOWN Descent Project - NEW THREAD
zionifl Offline
Junior Member

Posts: 25
Threads: 10
Joined: Feb 2017
Reputation: 1
#1
Information  Amnesia - The UNKNOWN Descent Project - NEW THREAD

Hi, welcome to the new thread of my project "Amnesia - The UNKNOWN Descent". So, this project has the following objectives:

Bring back some of the unused/alpha features from Amnesia (EXCEPT FOR WEAPONS)

Add new stuff as well

Before, this project was only about the alpha of the game, before called UNKNOWN and Lux Tenebras, (not the soundtrack "Lux Tenebras/ Normal Ending") but then i decided to put some new stuff as well, such as new items and special collectables that can be used as coins. The project was before near 100% completed, but i looked and it was still far away from the finish line, so i reseted the project status to 35/45%. I have some videos at my channel that shows a little about the project. Here is one of them: (I wanted to put three, but i can only put one.)

An video showing an KILLABLE enemy (It have some lag and the map is an recreation i made of Havi's Zombie Escape, a classic, but i can't publish it without Havi's permission)



As you can see, i made an inventory similar to Penumbra - Necrologue's. Basically i copyed some of the game.cfg's inventory configs and pasted at the normal game.cfg and edited a few things. I also copyed the graphics from Necrologue (inventory_health_XX.tga) and edited to the UNKNOWN inventory style. Also an sanity icon from Time Distortion, credits goes to KiraImmortal. Also, i added a new lantern model, but the lantern and the player hand will not appear at the final version following the alpha of the game. Credits goes to MrSomeEpicRandomGuy for the lantern model.


And that is it! My old thread about the project is still active and you can go check it out at Development Support. I hope you enjoy this project when it comes out Big GrinBig Grin
(This post was last modified: 04-23-2017, 05:24 PM by zionifl.)
04-23-2017, 05:21 PM
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Slanderous Offline
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#2
RE: Amnesia - The UNKNOWN Descent Project - NEW THREAD

How did you script that killable enemy?
04-24-2017, 01:30 PM
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zionifl Offline
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Posts: 25
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Joined: Feb 2017
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#3
RE: Amnesia - The UNKNOWN Descent Project - NEW THREAD

(04-24-2017, 01:30 PM)Slanderous Wrote: How did you script that killable enemy?

I did not scripted it, you can do it on the Model Editor. Simply pick an enemy, set his amount of health in the editor, the amount of health he regenerates per second and the maximum health he can regenerate to. If it has an death animation, (which i GIGANTICALY recommend you to have it) go to the animation menu and add a new one. Set the new one's name to Dead, select the animation file and add an death event/sound.

Here are screenshots:

[Image: TB5Q0wO.jpg]


[Image: 70zmvnt.jpg]
Now just hit it with a few boxes and chairs and he will eventually fall!

EDIT: There will be a few times that, even dead, will still play the Run animation, but will not be active. That usually happens to me if i hit him with a breakable box.
(This post was last modified: 04-24-2017, 02:54 PM by zionifl.)
04-24-2017, 02:48 PM
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Slanderous Offline
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#4
RE: Amnesia - The UNKNOWN Descent Project - NEW THREAD

Thanks for in-depth explanation. Smile
04-24-2017, 06:46 PM
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FlawlessHappiness Offline
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#5
RE: Amnesia - The UNKNOWN Descent Project - NEW THREAD

Piggybacking on that question.

Spoiler below!

You could easily track health by using the enemy's name as part of a LocalVarInt or LocalVarFloat.

Simply by writing
PHP Code: (Select All)
GetLocalVarInt(enemyName "_health"); 

For damage the easiest solution would be to create your own adjustment of damage, and damage checks.
You would also need to keep track of collisions with a certain weapon, such as a sword
PHP Code: (Select All)
void AdjustHealth(string enemyint amount)
{
    
AddLocalVarInt(enemy+"_health"amount);
    
CheckHealth(enemy)

PHP Code: (Select All)
int GetHealth(string enemy)
{
    return 
GetLocalVarInt(enemy+"_health");

PHP Code: (Select All)
void CheckHealth(string enemy)
{
    if(
GetHealth(enemy)) <= 0)
    {
       
//Make enemy dead
    
}

PHP Code: (Select All)
void DamageCollision(string &in asParentstring &in asChildint alState)
{
    if(
alState == 1)
    {
        
AdjustHealth(enemy, -25);
    }




Sorry about being off-topic

Trying is the first step to success.
(This post was last modified: 04-24-2017, 08:10 PM by FlawlessHappiness.)
04-24-2017, 07:38 PM
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zionifl Offline
Junior Member

Posts: 25
Threads: 10
Joined: Feb 2017
Reputation: 1
#6
RE: Amnesia - The UNKNOWN Descent Project - NEW THREAD

(04-24-2017, 07:38 PM)FlawlessHappiness Wrote: Piggybacking on that question.

Spoiler below!

You could easily track health by using the enemy's name as part of a LocalVarInt or LocalVarFloat.

Simply by writing
PHP Code: (Select All)
GetLocalVarInt(enemyName "_health"); 

For damage the easiest solution would be to create your own adjustment of damage, and damage checks.
You would also need to keep track of collisions with a certain weapon, such as a sword
PHP Code: (Select All)
void AdjustHealth(string enemyint amount)
{
    
AddLocalVarInt(enemy+"_health"amount);
    
CheckHealth(enemy)

PHP Code: (Select All)
int GetHealth(string enemy)
{
    return 
GetLocalVarInt(enemy+"_health");

PHP Code: (Select All)
void CheckHealth(string enemy)
{
    if(
GetHealth(enemy)) <= 0)
    {
       
//Make enemy dead
    
}

PHP Code: (Select All)
void DamageCollision(string &in asParentstring &in asChildint alState)
{
    if(
alState == 1)
    {
        
AdjustHealth(enemy, -25);
    }




Sorry about being off-topic

No problems about being off-topic, it is kinda helpfull. Maybe i will try to use it if i make an update to the project Smile
04-24-2017, 09:55 PM
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