Devlogs: Socuwan

Short devlog videos about my MMORPG game "Socuwan"

Curated by: ThinMatrix (94 videos)


Currently Playing: Java 3D Game Development 70: Editing Effects

3D Opengl Game development log videos about my indie Java RPG game. Lots of improvements this week, including a few new areas and some updates to the visual fx system! Facebook: https://www.facebook.com/thinmatrix Tumblr: http://thinmatrix.tumblr.com/ Pinterest: https://uk.pinterest.com/thinmatrix/ Instagram: http://instagram.com/thin_matrix Twitter: https://twitter.com/ThinMatrix IndieDB: http://www.indiedb.com/games/socuwan Contact me: thinmatrix@gmail.com If you're interested in using my development kit to help contribute models/artwork/music then send me an email to thinmatrix@gmail.com and let me know what you'd be willing to help me with. :) The Team: Erik Quick: All Ancient Ruins models, Oak Tree, Desert Well, Wizard hat, rustic bench, standard armour, Great Sword, Combat Icons, Overhanging House, shadow armour, Ancient Long Sword, Holy Long Sword, New Fence, Tavern(!), Palm Tree, Shadow 2H, Hatchet in Stump, Shadow Horned Helmet, Desert Hut, Dead Tree Christopher Jubell: Food Stall, Mage Attack Animation, Chicken animations, Turtle animations, Skeleton, Giant Spider, Weapon & Tent market stalls, Shadow Battle Axe, Spirit Power Staff, Mellee Helmets, wooden bridge, Church, all house models, training dummies, city walls, city gate, round city towers, shadow trident, Log Pile, Shadow Horned Helmet marCOmics: Herb Stall, Holy Horned Helmet, New Armour Set, Tribal War bow, present pile, camp fire, Shadow Power Staff, Light Staff, Animal Skeleton Itay Almog: Medium Desert House, Many weapon textures & icons, small lamp texture, pot market stall texture, darker market stall texture, small mushrooms texture, tribal long sword icon Jacob Brewer: Shadow Lesser Staff, Holy Lesser Staff, Ancient Lesser Staff Richard Weug: Sickle, Trident, Aether bow, ancient war hammer, holy short sword, Sai, Wand, Turtle model Code Magnet: Both Desert Towers, Ancient Short Bow, Wooden Cart, fire lamp, guard tower, Fancy Lamp, Spirit Zweihaender, Chicken model Joko: Water Well, Pots Market Stall, darker market stall, warhammer, small lamp, small mushrooms, Cacti, Ball Lamp, Greater Bow, New Bench MatheStar (https://www.youtube.com/user/TheMathestar) : Bear Model, Square wall tower, tribal long sword model Alexander Schulte: Small Bush The Gaming Moose (https://www.youtube.com/user/onegamingmoose) : Rocks & new tree model Jack Theakstone: Ancient B.Axe, Ancient Dagger Andrew Knowles: Mace, Ancient Short Sword, Ancient 2H Ricardo: Wooden Crate Rob: Wooden Barrel, snowman, second Xmas tree Stiles3D: Xmas tree ostylk (http://youtube.com/ostylk) : Single Present Josh "Shadow" Monson: Various sound effects Aleksander Długosz: Spirit Short Sword, Tribal Spear Niklavs: Headwear Shop Icon Dannek Studio (https://www.youtube.com/user/DannekStudio) : Fire pit sound Nicolas: Waterfall sound fx (not yet shown) Simeon Heinze: Candy Cane Titas Vaitkunas: The loud thunder clap! Teddy C: crossbow (not yet shown) BonJoniLP: 2H sword (not yet shown) Tadej Gasparovic: Texture and settings for fire lamp entity, Palm tree collision box Reza Enayatizaman: Shadow Long Sword Jon Peck (https://www.youtube.com/user/jonathanpeck) : OpenGL tips! Music: "Wallpaper" Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/ End of video music- Kai Engel, "Waking Stars": http://freemusicarchive.org/music/Kai_Engel/Evening_Colors/01_-_Waking_Stars

Video Transcript

hello everyone and welcome to this week's game development log video diary and this week I started work on a whole load of things including a visual effect editor tool so first off this week I added support for visual effects into the weapon and armor system and I've got an example of that here with this glowing Spirit sword the effect doesn't look that great right now but that's mainly because the effect editor isn't quite up and running yet so I'm still having to hardcode all of the settings for the effects I also did the same for the animation and the attack system so visual effects can now be part of any attack or animation again I still haven't got the effect editor working yet but I did hardcode this beam attack to give you an idea of how the effects might be used in combat and when I'm finished with visual effects they'll be able to be used together with particle effects and sound effects which will hopefully allow for some exciting attacks the next thing that I did this week was to start work on a way to edit these visual effects and first off I created a new visual effects component in the entity editor which allows you to add visual effects to an entity and then edit them so here I've got an overview of the effect and I can change the texture Atlas for the effect if I want and I can determine the timing of the effect so I could make it Loop Round or I could just make it be on continuously down here I can add new components to the effect so I could add a cylinder or a beam and I can add as many components as I want then up here this shows a list of all the effect components and this allows you to choose a component and then remove it or or edit it and eventually to duplicate it once I've got that feature working so now I'm going to select the point Sprite Which is this glowing effect here and I'm going to edit it now obviously I'm still in the middle of programming this so there aren't many features here yet but I can at least give you an idea of how it's going to work so there are some timing settings here and then you can choose whether or not to use additive blending and then here you've got the drivers for the different variables of the effect so at the moment the XY Z positions and the scale of this effect are all constant so they're all using a constant driver and you can choose here what that constant value is however you can also set other driver types to control these variables so I'm going to edit the scale driver and I'm going to make it a sinewave driver which will cause the scale value to oscillate and I'm going to make it oscillate between a scale value of three and 10 and it will complete one oscillation every 2 seconds and you can see that the scale of that effect is now being controlled by this driver and I can do this for any of the drivers so once I've got the texture blending options all set up here uh you'll be able to achieve some very nice Effects by changing the various drivers when you're finished editing a component you can just click done and it takes you back to the overview so obviously I've still got a lot of work to do on this but hopefully I'll be able to get it all done early next week also this week I've been trying to spruce up the look of the game by adding in a few more more models and areas so I'm in the middle of creating this Woodland area here and I made use of the new visual effects by creating this nice new Lantern model which has a small glowing effect I also attempted to make a new tree model for the game which is this tree here and it could be worse and finally thanks to a suggestion that I got yesterday I've just started work on this new area here which has some rather more interesting terrain structures for this week though that is it next week I'm going to be finishing off the effects editing p in the entity editor as well as getting started with the new attack editor tool and hopefully I'll also be able to finish off those new areas in the world you can see more updates about the game during the week on any of my social media Pages links are in the description below but yeah thank you guys very much for watching this video do subscribe if you haven't already have a brilliant week and I will see you all next time [Music]

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