KIERU UPDATE BLOG MAY
This will be a short foray into the design process of Kieru, keep the internet dialed in as in the future you can expect a full feature length blog post going through it in its entirety.
For what seems like forever now I've been neck deep in design, designing character movement, items, mana systems, and abilities.
I've also been spending a lot of time actually playing our game and tweaking variables to get the character to a point where it not only works from a gameplay standpoint, but is fun to run around, and still feel like a true ninja, and let me tell you the character is feeling GOOD and it isn't even close to being feature complete or even properly polished with character feedback and camera effects.
I’ve been testing our mana system by animating a mana bar in flash and just playing the game as if it were my actual mana to gauge its viability without spending valuable time programming it.
Jack here with the latest update in the world of programming. For myself networking character movement has been the core thing on my agenda for the last 3 - 4 months and will continue to be there for some time more. It is one of the pillars of our game I personally want to nail, there is nothing worst than a game with great gameplay but terrible networking.
With that in mind we are about 70% of the way through networking all of our character movement content. One thing we are trying to focus on now is spending time on making a components of movement (like Double Jumping) feeling great, then networking it. We want to make sure it works on its own before spending the same amount of time again on making it work in multiplayer. If it doesn’t pass the "is it fun and usuable test", it isn’t worth networking.
While on that topic of testing it's something we take, (well, I definitely take) seriously. Thankfully when it comes to testing multiplayer Unreal has our backs. Its got a suite of features that enable us to properly dive deep into testing; one of these features being Net Show Corrections. (Enabled by entering p.NetShowCorrections into the console window).
What you are seeing above is the corrections made when the client player in view is running at 250 ping with 15% packet loss (far from ideal conditions). Red capsules are errors in the players positon as perceieved by the server and the green capsules are corrections made by the server. This is incredibly useful when trying to diagnose issues with networking as it allows me to see when there has been a problem with the client.
This basically wraps up everything for me in this update, but I am looking foward to when we can show you all our complete character movement. But, until then you can enjoy some pretty art below thanks to Isaac!
Above and below are some Blend Space examples of our Ninja's base movement. These Blend Spaces house 31 individual animations that come together to create some hot forward, left, right and backward movement.
Nothing more to say other than soon i'll be moving on to Jump animations so look forward to seeing some cool flippy dips in the near future!