So, as you guys know, some of us went to the GDC last week. As always, it was incredibly instructive. There are a lot of things that can be learned from both successes and failures, and every talker did a fantastic job explaining what can be done to help during the production of a game on any given aspect of it. It was also a great moment to make new contacts in the industry, and we found a few people that may be able to give us a hand with things later in development.
Anyway, let’s jump right in to what we’ve done this week, shall we?
Locomotion & Animation
We’ve been talking about the new animation and locomotion system that we’re gradually implementing into the game a lot lately. Now, we’ve got a little video showing it in action for you guys. But first, we’ll let Luc explain a bit more about it.
Luc here, AI craftsman. As you’re probably aware if you’ve been keeping track of our dev blogs, I’ve been working on the brand new Bricktron over the last few months. Most of my work has been about creating the framework necessary for François and I to engineer a much more flexible Bricktron body and brain. A few weeks ago, I finalized a satisfying first set of functionalities : behavior trees for decision-making, hierarchical state machines for animation control and signals for communication. These tools have allowed me to proceed and start work on the visual aspect of our character, and *finally* start integrating some of Ahmad’s amazing animations. Our current objective is implementing locomotion; that is, making the character move around. You can see some very early results in this video: using the mouse I am giving a destination (the green sphere) to the Bricktron, which he understands as an objective to reach and move towards. Once reached, he also aligns his body with the direction of the destination represented by the green line. If you pay close attention, you’ll see that he actually anticipates the direction and uses his last step to flip around if necessary. All in all, I am quite satisfied considering this is a first draft, although you can expect a lot of improvement over the next few weeks. Among other things, I am right now working on close-proximity locomotion, which isn’t quite… finished… see for yourself in the bug of the week.
Do let us know if you’re interested in the technical aspects of the Bricktron’s implementation and I’ll keep you posted about some of the methods we use.
Bug of the week
Like Luc said, we are working on the close proximity locomotion and we got some little quirks that need fixing. Enjoy!
Soundtrack of the week
My girlfriend introduced me to a new artist this week that I’ve really been digging. Has a lot in common with old 80’s electronica, a genre that I’ve always enjoyed. I give you Sunset Blood, by Starcadian!