[fighting game] Kinetic Damage [Released]

Discussion in 'Showcase' started by n0mad, Mar 18, 2009.

?

Which real martial art would you love to master ?

  1. Muay Thai

    15.7%
  2. Ninjutsu

    20.4%
  3. Taekwondo

    10.4%
  4. Tai Chi Chuan / Qi Gong Jin

    6.6%
  5. Jeet Kun Do

    8.8%
  6. Pencak Silat

    2.5%
  7. Boxing

    6.0%
  8. Shaolin Kung Fu

    22.6%
  9. I don't like martial arts / fighting games

    6.9%
  1. n0mad

    n0mad

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    $Think_Arm_Strike.jpg

    Development started in February, 2009.
    Target platforms : iOS + Android
    Released on iOS !

    [Lite version] : [Full Version]

    Official site : www.kineticdamage.com

    If you like this game, like it on Facebook too ! :)

    Game made by : Benjamin Marchand
    Music by : Philippe Malpuech
    Voice actors : Antoine Aghroum, Jean Dutelle, Marie Sergeant.

    [​IMG]

    Tools used :
    Modeling/Animation : Cinema 4D
    Texture Work/Design : Illustrator + Wacom Cintiq 12WX
    + Unity Pro / Android Pro / iOS Pro

    Article by Maxon, makers of Cinema 4D.



    //************************** Development Videos *************************//

    A glimpse at strategy in Kinetic Damage :



    Advanced AI demo + commentary (subtitles available, just click "CC" button) :




    Pure AI vs AI fights, + special martial art outfits :




    Video : Levels Sound Ambience.

    Video : Character Creation

    Video : All 8 martial arts combos.

    Video : AI Test (basic moves).

    Video : Levels Showcase (older version, captured from a Samsung Galaxy S).

    Video : Regular Strikes test.

    Background Musics link
    (Musical artist : Buck Bottleneck, available for freelance contracts. Contact on Facebook
    .)

    Video : Old gameplay showcase (outdated levels, outdated chars).



    *******


    And here are some quick video references to help figure out the different martial arts :

    Muay Thai
    Ninjutsu
    Taekwondo
    Tai Chi Chuan / Qi Gong Jinn
    Jeet Kun Do
    Krav Maga
    Breakfighting
    Shaolin Kung Fu


    *******

    [​IMG]



    Initial post from 2009 :

    Last edited: Jun 10, 2013
  2. n0mad

    n0mad

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    [List in progress]

    List of tips techniques I learned about Unity, C#, Cinema 4D, Rigging, Animating and Texturing over the 4 years of development :

    - Rising the awareness on problems that are specific to fighting game production

    - The power of C# delegates

    - Optimizing complicated, redundant calculations

    - Juicing up the best method to create an animation movement prediction algorithm (useful for AI)

    - A very fast, simple and efficient way to deal with 2.5D collisions

    - String pattern search : faster method than the string builtin Contains().

    - Caching AnimationClip calls is 10 times faster than accessing it via this[animName]

    - Suggestion to make strike animations feel powerful

    - A glance at organizing the code to manage all those different fight states

    - Custom class sharing : 30%-50% faster than List<T>

    - Designing my own Collision engine (without PhysX)

    - Designing my own Collision engine (without PhysX) - part 2

    - Tests about Coroutines performance versus regular Update()

    - How to create unique coroutines, with the ability to stop them with several parameters (unlike Unity's StopCoroutine)

    - AlphaTest not recommended for iPhone GPU, (alternate thread).

    - Static classes / Struct optimizations (significant perf gain)

    - (old) iPhone hardware facts

    - How to pause every coroutines according to your global pause state

    - Discovering the power of Editor scripts

    - Super fast method to create 1 texture from multiple textures

    - Faster animation clips loading times

    - MonoDevelop secret tips

    - Negative scaling a skeleton is totally NOT recommended on mobiles

    - which leads to : Editor script, Mirror AnimationClip Generator
    Last edited: Mar 10, 2013
  3. n0mad

    n0mad

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    Here starts the whole dev blog, which was created in early 2009 :

    _____________________________

    Well, I think it's enough for now :)

    pict 1 : Tank class Moves 1 study

    pict 2 : Neuromancer class Moves 1 study

    pict 3 : HUD, first steps (iPhone screenshot)

    Attached Files:

    Last edited: Apr 27, 2012
  4. Charles Gill

    Charles Gill

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    Wow!

    Will be interesting to see how you work the multi-player mechanics. We're still a ways off from getting Street Fighter response times over the internet, though I'm sure there are mechanics that can be just as engaging with higher latencies.

    Looks great and Good luck!

    Ling Xio...er, Charles
  5. n0mad

    n0mad

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    Thank you Charles for your support :)
    Yes multiplayer is hard to make with 3G latencies, that's why I will offer a totally different approach for players with bad ping. I will developp my idea here in a few monthes, but beside this point, there will be bluetooth multiplayer, thanks to Apple's next OS ;)
  6. HiggyB

    HiggyB

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    I'm already dreaming of the day when device-to-device discovery (3.0 SDK!) is supported in Unity content. I know that requires physical proximity but still, could be fun for games like this.


    Please keep us all updated with your progress!
  7. n0mad

    n0mad

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    Thank you Higgy, you will be the firsts here to know what's on in there ;)

    Kudos
  8. n0mad

    n0mad

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    Skinning chars has passed the test :)

    Displaying these 2 animated models at 30 fps.
    (untextured here, of course)

    I managed to separate skins and bones, too, which will let me implement skinnable fighters.

    Attached Files:

  9. n0mad

    n0mad

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    Background sample, Shibuya, Tokyo.
    (Picture not final, work in progress, actual backgrounds will be 2 more times wider)

    Which lets me reveal the time scheme of the game : 2060's.

    The main theme of this world will be Cyberpunk.

    Attached Files:

  10. Joe Robins

    Joe Robins

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    Hey man, nice concept work!!

    Love the thumbs with the various moves etc on, very dynamic.

    Being a fan of William Gibson's work, the word cyberpunk always peeks my interest too :D

    looking forward to seeing how this pans out.
  11. n0mad

    n0mad

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    Aaaaaaah, this dear Gibson ...

    I've read some of his novels, Mona Lisa, Neuromancer, Pattern Recognition, and 'm a great fan too :roll:


    Thank you for your support !

    Actually, I already completed one class, concerning animations. I'll try to capture a video to show this quite concretely ;)
  12. n0mad

    n0mad

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    Japan stage, 4 a.m.

    (thumbnail)

    Attached Files:

  13. n0mad

    n0mad

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  14. Spacemonkey

    Spacemonkey

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    Nice, I like the style you're going for with the models.
  15. n0mad

    n0mad

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    Thank you Spacemonkey ;)

    Here is what kind of animation you could expect ingame :

    Attached Files:

  16. Kolham

    Kolham

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    Wow, nice animation, I like it :)
  17. n0mad

    n0mad

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    Thank you Kolham :)


    Ok then if you like it, here is another sample, just for you at Unity forums :
    (Taekwondo high kick here, still untextured)

    Attached Files:

  18. n0mad

    n0mad

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    Little break on the rush, talkin' about inspiration :


    Wanted to take a minute to show you a video I found, by a musical artist I discovered recently.

    http://www.youtube.com/watch?v=FV5UupVWy9U

    This discovery is really odd, as every day I'm animating characters who do the exact same type of moves, listening to the exact same type of music.

    So, I welcomed the emphasis ... :)


    Oh I almost forgot : Pump up the volume, badly.
  19. n0mad

    n0mad

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    Changed the game title to a final state.
  20. Wadoman

    Wadoman

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    Just curious what your using for animations. Mocap or keyframed. Just curious. I'd love to see the animation played real time. Unless your using 2D sprite sheet type animations.
  21. n0mad

    n0mad

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    Hello wadoman :)

    I'm using a classic workflow :

    paper sketches -> cinema 4D -> FBX export -> Unity

    All the animations are handmade, no mocap, aiming at full realtime 3D.

    I appreciate your video request ;)
    As I've finished 2 characters "normal" moves, there will be a WIP video very soon (less than a month) to show it in (early) action.


    Cheers
  22. Wadoman

    Wadoman

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    Great. I look forward to it.

    Good Luck
  23. n0mad

    n0mad

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    Thank you very much :)
  24. Numonic

    Numonic

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    I like the concept and I especially like the buttons to hit punch and kick. Looks good
  25. n0mad

    n0mad

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    Thanks :)

    In fact this HUD version will be totally revamped, with much more color cohesion and scene visibility.
    The HP bars will disappear too, replaced by an icon for a new game mechanic in a fighting game, I can't speak of it yet :)

    Overall, the buttons will be entirely movable and resizeable by the user, so everybody can have his own HUD (little fingers != big fingers). :p

    A screenshot next week.
  26. Numonic

    Numonic

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    Nice can't wait to see the finished product..
  27. boomaster

    boomaster

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    This is a stupid question... does it work for iPod Touches? I want it! Looks great and simple HUD too. The buttons look good, easy to use, and who doesn't like insane tae kwan doe (did i spell that right?) moves? Anyways, good good good good good jobb.
  28. Discord

    Discord

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    I'm 99% sure that every game available for the iphone is also available for the itouch.
  29. n0mad

    n0mad

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    Hello guys !

    Yes it will work on iPod Touch, indeed ;)

    Thank you very much for your support, it's great, really great. And every time I feel such interest, it just gives me 10 times more motivation to bring you great things.

    Overall, there will be 8 classes, each one practicing a sport :

    - Taekwondo
    - Muay Thai
    - Krav Maga Penjak Silat
    - Qi Gong Jin Tai Chi Chuan
    - Boxing Street Fighting
    - Jeet Kun Do
    - Shorinji Kempo
    - Ninjutsu
  30. n0mad

    n0mad

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    Ladies and Gentlemen, here is the first Alpha ingame screenshot.

    The HUD will be different, but it can show what will be the overall artwork type of the game.


    edit : Damn I'm so excited ... The more results are showing, the more I'm putting efforts in it. I hope everybody will enjoy this game.

    Attached Files:

  31. Wadoman

    Wadoman

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    Hey congrates man! Your doing a great job. I can't wait to play :D I really like the fact you have this thread so we can follow along with your progress. It's very inspiring.

    I think you have a good thing going on this one. There aren't very many good 3D fighting games out there. So is this your first game attempt?

    I'm trying to get my game movin, but it's so hard when my schooling keeps me so busy. If it wasn't for school I would be working on it everyday.

    Anyway I can't wait to see some video.
  32. n0mad

    n0mad

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    Thank you Wadoman :)

    It is not my first game attempt, but my first to-the-end attempt :p
    And I swear I will make it to the end !

    I feel you about gamemaking passing over daily duties ... But even if I know than iPhone solo gamedev could be more cash rewarding than any average dayjob, I'm conscious that it couldn't last as long.
    And I would miss the social experiment, badly ...

    Anyway !

    Now that the actual release can show a decent action, I will post a video in the next weeks.


    Cheers !
    And good luck to you for your game ;)
  33. n0mad

    n0mad

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    Well, sorry for the blurry bad quality of the vid, but my actual camera is lame at close-ups.

    So here is just a quick video to show how responsive controls can be on iPhone, at least enough for a fighting game.

    video


    More serious gameplay vids coming soon.
  34. Wadoman

    Wadoman

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    HOly Cow! man that is looking nice! Animations are looking very smooth and the response is fast. You gonna do well with this man.

    So how are you handling the collisions with the strikes? Colliders attached to hands and feet? That would be my first thought.

    well done and thanks for the video
  35. n0mad

    n0mad

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    Hey wado :)

    Thanks for the cheering !

    Actually, I'm precisely in this hit collision developpment, and I'm not yet decided about what to choose between :

    - attaching boxColliders to each members (arms, legs, feet, hands, head, torso) and let the PhysX onTrigger handle the job. This can work very well, as I modeled the animations in a very precise way, to let every move hit right in the stomach, or the leg, or the head, etc.

    It's already implemented in this demo, so it's not hitting perfs. But I'm afraid about some unexpected missing shots on certain particular move combinations.

    It's still possible to correct this problem by growing the size of hands and feet colliders. But still, I don't like approximation ...

    - So the other solution would be to create 2D transposed colliders, which position would be relative to each member bone. That would be less CPU eating, and more hit secure, but would cut down realism.

    I'm working on this second solution tonight :)

    Keep you informed !



    edit : Silly me, I don't use physics in the game (yet ?), so I don't need RigidBodies and Colliders. I'll simply use Vector3.Distance() on Bones. Oh and perfs will like that ;)

    edit 2 : Well ... I got to return to Rigidboies, as dealing with Vector.Distance() is slow as hell ...
  36. n0mad

    n0mad

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    Kind of useless post, but well ... I've always been receptive to people's working ambience.

    So here is some of the radios I'm regularly listening to keep me in the world of Kinetic Damage :

    - www.psyradio.fm, progressive channel (this one much more than others).

    - www.di.fm, Drum 'n Bass channel.

    - Groove Salad.


    Also, I've decided to totally rework my levels in full 3D. No 2D any more, except for 3G.

    Screenshots soon.
  37. n0mad

    n0mad

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    one level done.

    Ancient Shibuya, Japan, 3 a.m :

    This level was designed to show the most popular section of Japan, extrapolating visual signs, just like it would be in 2060 if nobody stops brand spilling.

    Logos, ads, suggestive messages, they are everywhere, on every bit of wall in the city, uncaring about overlapping windows. Visual pollution, that is.

    Huge buildings with dozens and dozens of floors can be seen in the background, as world population kept growing and growing, Japan was the first to be impacted by necessity of architectural expansion.

    Speed is also honored with ultra fast vehicles coming from the right and the left (3rd screenshot).

    All of that is packed in a view where players are surrounded by dynamic themes, inviting them to rapidly exchange agressive hits.



    Next level :

    Station Spatiale de France, Restaurant, Earth orbit.

    Attached Files:

  38. charlieaf92

    charlieaf92

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    Wow - this looks great so far
  39. n0mad

    n0mad

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    Thank you charlie ;)


    Well, nothing really outstanding, but here is a sample shot of different illustrations I made for actual backgrounds.


    Screens of the 2nd level very soon.

    Attached Files:

  40. Dakta

    Dakta

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    Very nice!

    I'm loving this even without playable demos!
  41. n0mad

    n0mad

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    Thank you Dakta ;)
  42. n0mad

    n0mad

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    Level 2 of 8.


    Station Spatiale de France, restaurant.

    During the last 10 years preceding this era, space travelling got totally vulgarized. Big transport companies built their own orbital stations, in order to give unique views during short stays.

    Here is the main France complex.
    Its restaurant offers various specialities, in a cosy ambience.

    We can see a busy waitress going here and there, serving an already full room, while we assist in a sunset.


    This place is one of the most rubbed spots by powerful businessmen, and therefore drew the attention of the most passionate ones concerning organized fighting.Then it is not surprising to find the resort among the scenes of the Kinetic Damage tournament.

    The architectural choice was directed towards a glass structure in order to extrapolate the sensation of floating in space.

    The toroidal shape allows the restaurant to energize the main lines composing the image.


    Here we go, screenshots below.




    (Next level : Trans-Pacific Hovertrain.)

    Attached Files:

  43. GamingHorror

    GamingHorror

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    Nice work, really! The last screenshot reminds me of Another World somehow.

    Just one suggestion, something i noticed when looking at the 3-screenshots post a bit further up ... i think the first ones with the 3D background. I noticed that visual contrast isn't too high, especially the trousers of the fighters and the street are nearly the same greyish color. Maybe you can improve on that. I'm not a beat 'em up player or artist but i can imagine that visual clarity and being able to easily distinguish characters from background is probably one of the important visual aspects of these games.

    Anyway i think it's great to see a game progressing so keep posting the updates! :)
  44. n0mad

    n0mad

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    Thank you very much for your cheering and advices :)

    Yes, I found the main chars shaders to be too simple, I'll create specific shaders to make them more catchy.
  45. n0mad

    n0mad

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    3rd level done.


    Transpacific Hovertrain.

    In the late 2040's, recent discoveries in science allowed incredibly fast modification of water molecules by magnetic fields micro bombing. The result just made water hovering possible.

    The Transpacific Hovertrain is a waypoint driven public vehicle, crossing the Pacific Ocean to deliver its passengers to beautiful destinations, hovering the Blue between incredible places like Bora-Bora, Fiji islands or Honolulu.

    Our scene takes place on the roof of the train, at the constant speed of 600 km/h, protected by a force field to avoid air friction wipeout.
    From time to time, you'll see yourself be ingested by cliffs, crossing through the heart of one of the virgin islands around.

    Your fighter do have the whole 60 meters length of the train to choose his/her position, and will be carefully followed by the KD channel's cameras and its white aircraft.

    Movement and variety are important in this scenery, so you will never see the same background, as the isles topography and length are randomly generated.


    Now let the speed boil your blood in a raging battle.

    Attached Files:

  46. n0mad

    n0mad

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    - Ninja update -
    The sky was feeling a bit lonely, so I added scrolling clouds :)


    Next level :

    Los Angeles Business Center ruins.

    Attached Files:

  47. n0mad

    n0mad

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    4th level done.

    Business Center Ruins, Los Angeles.

    In the late 2030, while the worldwide peace had reached a perfect equilibrium, small terrorism organizations were continuing to crawl in the dark.
    One of them, the brazilian Direitos Humanos Agora, couldn't take it anymore with growing corporations taking over each country's own political hierarchy.

    So they've done the unfixable. They blew up L.A., one of the most powerful corporations crossroad in the world, with a custom Antimatter bomb.

    Nowadays, ruins have been investigated by neo-punk communities, finding salvation in this no man's land.

    Antimatter has left a permanent storm over here, growling over some weird green thick fog.

    The action takes place over a bridge, letting a dominating view over the ruins.


    ____________________________


    Well, I will now switch to the core of the game : fighting.
    4 classes of fighters are planned to be completed in the next working row.

    Incoming : the Tactician.

    As another annoucement, I'm happy to let you know that a friend of mine, who actually released some popular high rated Nine Inch Nails remixes, will create some of the soundtracks.

    You can find him as "buckbottleneck" on the remix page of NIN official site.

    Attached Files:

  48. beneton

    beneton

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    Nice work n0mad. :)

    Any updates? hehe
  49. n0mad

    n0mad

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    Hi Beneton :)

    Thank you for your interest !

    Well, many water has passed under the bridge since this last level, including really exciting stuff :

    - I established a contact with a huge musical artist : General MIDI. Thanks to their opened mind, they would be interested in having one of their track in the game. This is currently in discussion, but that's even great so far.
    Which made me want to finally, if my budget is enough, put other huge artists in the soundtrack, just like Need for Speed series.
    I will try to contact the followings : Plump DJs, Stanton Warriors, Spor, State of Mind, Future Sound of London, BT, and Rennie Pilgrem. They are all BreakBeat / Drum and Bass very well know artists, and I hope their awesome work could find a place in Kinetic Damage. One part of the deal would be to offer an iTunes link to their albums, ingame.

    - Another friend of mine, who is really talented and professional, will join the soundtrack adventure too.
    PsycheDarkTrancia is his scene name. He produces very clean goa / psytrance tracks.

    - I reserved a domain name, www.kineticdamage.com, to later put game help presentation.
    I also locked the iTunes name reservation.

    - Now concerning the game itself, I implemented camera moves, hit tests, combos, special move detection, and adjusted hit timings. This is to ensure that mechanisms between one strike and one hit are correctly balanced.

    For this, I wrote a frametime table (see attached file*), putting an effort on precision.

    This will make each fighter's gameplay feel different, some being slow but powerful, some fast to launch a strike but longer to recover, some others really fast but not so powerful, etc ...

    That working method is inspired by Capcom's Street Fighter frametables, of course.


    - I also worked on a major optimization : now the game is running at 50 fps on 3GS. I expect to have an average 30 fps on 3G by replacing 3D background by a flat picture.

    - Actually, I'm working on every aspect of one class : the Tactician. Full info about it will be released when it will be over. By every aspect, I mean : CPU AI, mechanisms, quality control, special moves, and special talents. I consider it will be finished next month.


    Well, here we go :)

    I'll post a video of the Tactician when it will be done.


    Thank you again for your attention, it drives me to put higher efforts.

    Cheers



    (sidenote : if anybody want to play some fights on Street Fighter 4, my XBox Live gamertag is Coolfusi0n. Fei-Long user here, but as I'm in G1 and there's nobody there, I will prefer to play friendly matches)


    * frametable screenshot :

    Attached Files:

  50. techmage

    techmage

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    Nice work. The screenshots look quite good.

    I have one question though, how are you exporting rigged meshes with animation out of C4D with the edge break data intact?

    If you see this thread here http://forum.unity3d.com/viewtopic.php?t=37241

    some other people were complaining and no one figured it out, could you post a tutorial of the export process or how you managed to do it?