yesterday I made a straw poll to get a idea about content people were most interested in aside from my main game projects.
check that out here if you haven’t: http://spiralvortexplay.com/svp/2016/01/28/svp-straw-poll-feedback-requested/
Thanks to all those who voted.
Yesterday I spent some time making some progress in UM Online. I have most of it sorted out in my head but I have a few things to learn and a few things I still need to work out. so if you have ideas for stuff I still need to sort out let me know. But first, I wanted to back up and explain what’s currently working.
atm the um online game is in a snowball holiday kind of mode. where everyone plays as a placeholder maiko and launches snowballs at each other in a forward direction. If the snowball hits another player they lose a life. when that player looses all of their life their character deletes itself and the game will freeze on your end because you have nothing to communicate information from the host. from the other players pov you will just disappear instantly lol. they will need to quit and rejoin the game if they want to continue. Also, ti is not yet on a dedicated server so it is hosted on a PC I have when it is live. But since the host is also a player. if the host dies the game needs to migrate to a new host lol. if that new host doesn’t have port forward on a certain common port. basically the game can’t continue. so those are a few problems I need to sort out.
i was thinking the character instead of being deleted when life is zero, will go into a kneeling state. where they can’t move or shoot snowballs. i will come back to that in a minute.
also who ever is the host can move around but can’t take damage or deal damage. they are just there to keep the game running. hopefully i wont need to do that if i have a dedicated server, but I still think this will be necessary to keep the game room open and end it properly, assuming there is no host migration.
If I can always identify the host player I will probably make the player a named character. like Maiko, riley, depending on the game type. That way player also know to not even bother trying to attack them. they are all intents and purposes a “npc” even though they are actually controlled by a person. They are kind of like the referee or moderator.
I also want to add functionality to select a basic gender. I’m not sure how a possible character could work based on how MMD models work in unity with baked animations and facials, but for now I will focus on just male or female. their animation will be different in some cases. especially for being defeated. As mentioned earlier when defeated the character, instead of being deleted will go into a kneeling position and can’t move or shoot. my goal is to have it where you can then finish of the player from a sex animation of possibly wait for them to recover. I’m thinking if you are same gender and you run up to them when kneeling it will playing a kick animation. and if opposite gender it will play the sex animation based on the person’s gender who isn’t at zero life. for a girl character will play a animation where the guy is licking the girls vagina, and if a guy, it will play a standing sex animation.
the host will have some global powers to reset all players in the game to full life and basally reset the game etc.
for now. I am done preparing the generic male and female models. I needed to remove a lot of unnecessary physics and joints. I need to prepare Maiko also.
also I have been getting back familiar with the interface and trying to figure out how I will do character selection. it might need to be random at first idk.
all the areas will take place in walled areas just to keep it simple. but it will be decorated with stuff from umichan 3d etc.
Sounds like a good plan, also you should have Luma in there to bring that retro feel of the old UM Snowball Holiday.
oh forgot to mention it will probably have it where little sentinel shoot out projectiles instead of having the snowballs so the theme won’t be specific to a season.
Holy shit if it’s sentinels Battle in online 3D Battle. I can think of a lot of imagination. Players start out as gray no color. On the arena there are orbs of energy, the actual colors with the abilities we know what they do. You can use those abilities. Or you find parts that are around the battlefield. And all sentinels can change there colors to do what they usually do but must have the part in order to do those abilities. But if you do sentinels that would mean they can fly up and down into caves holes etc.
very good ideas. I guess for now “no color” would be the standard GemCo yellow.
also at least for now the sentinel will just float in front of the player when they shoot. it will move with the player to keep it simple.
going to be working on this today