[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

    15.6%
  2. Ninjutsu

    20.6%
  3. Taekwondo

    10.3%
  4. Tai Chi Chuan / Qi Gong Jin

    6.6%
  5. Jeet Kun Do

    8.8%
  6. Pencak Silat

    2.5%
  7. Boxing

    5.9%
  8. Shaolin Kung Fu

    22.8%
  9. I don't like martial arts / fighting games

    6.9%
  1. n0mad

    n0mad

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    Thank you Jr :)

    Sure, I'm glad to help :
    Hit detections are made ith simple box colliders.

    in Cinema 4D (or any other 3D tool), I create physical, animated cubes, one for hit taken, and one for hit sent.

    Then in Unity, I turn them unvisible, and copy their animated position, rotation, and scale to 2 box colliders.

    As simple as that ;)
    I chose this method in order to have the most precise control over hit distance, size, and range.
    Works well.
  2. Pyroman311

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    Looks great. Keep up the awesome updates!
  3. Alec

    Alec

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    Been a while since I've seen this progress in a game on the boards. Nice work dude.

    EDIT: Just realized it was you Nomad! You've come far!
  4. n0mad

    n0mad

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    Thank you Pyroman, more to come on a weekly basis ;)

    It's been a damn long time, yes :roll:
    I hope to finish it by December or I'll become crazy :p
  5. Baracuda771

    Baracuda771

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    It looks really good n0mad! How much will it be on the app store? And also, how come no one really voted for Tai Chi? :( It's good relaxation and a great style. ^^
  6. n0mad

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    Thanks !

    I don't yet know how much will it be, but you can expect something at the average price ^^

    Yeah Tai Chi Chuan is kind of hard to imagine as a fighting style (at a 5x faster pace), but some games already managed to implement it nicely, like Dead or Alive (Lei Fang).

    In real life, this faster version can also be compared to traditional Kung Fu.

    Another Anime character reference would be Hyuga Neji from Naruto series (palm attacks, Qi manipulation, etc).
  7. Twidusk Studios

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    This game is looking awesome!!!! i cant wait to buy it for my ipod touch!
  8. Baracuda771

    Baracuda771

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    Finally now there will be a true Martial Arts game, even if it is for the app store. :D No Hadoukens or Shoryukens allowed. lol
  9. n0mad

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    Yup no projectiles :>
    Risky decision to take considering their popularity, but I have to try something different ;)

    With all the respect I have for veteran fighting games, I'm working hard for it to contain :
    - no turtling
    - no corner fleeing (will be useless because of no projectile)
    - no "I kill you in one move"
    - no time expensive joystick/button combinations (it's horrible to lose 2/3 of a lifebar because of being punished for your thumb to have swept on the wrong millisecond)
    - interesting AI
    - high customization
    - fighting strategic choices going further than placement and combo chosing
    - motivating combos
    - an interactive tutorial for each fighting style and level of deepness (simple fighting, tricks, advices, strategies, advanced techniques)

    and other things, but at the moment that's what I can promise ;)

    It will only be for iOS and Android for now (maybe Facebook), but if people like it enough, I may build a team to make a much more professional version (for xbox/ps3).

    Thank you all for your appreciations, it's motivating.
  10. n0mad

    n0mad

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    L.A Business Center Ruins, final release.

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  11. n0mad

    n0mad

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    Reminder : characters you see in these level screenshots are placeholders.

    Attached Files:

  12. n0mad

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    Some robot works.

    Attached Files:

  13. mehware

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    Amazing work! Can't wait to see this on the app store!
  14. n0mad

    n0mad

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    Thank you, props to your recent game release, wish you best success :D
  15. Pyroman311

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    Looks stellar man. Great job.


    You're using Cinema 4d, right?
  16. n0mad

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    Thank you very much,

    I'm using C4D, absolutely (and love it so far).

    On a sidenote : There are a lot of pure engine-based post production effects that will be implemented later, like Beast, optimized lightmaps, color bleeds, antialiasing, etc.
  17. n0mad

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    Night Mantis club, Moscow.

    As a purely retro style nightclub, the Night Mantis place exceeds at gathering local ravers because of its regular shows.
    Under a gloomy sky, the roof opens slowly to let the moon shine in while the DJ mashes his knobs.

    Stroboscopic lights everywhere, hysteria, huge boomers.

    There's some heavy crowd on the dancefloor, may it be thanks to two beautiful dancers showing off a perfect silhouette, or just because of the psychedelic ambience.

    RAAAAAAAAAAAAAAAAAVE

    Attached Files:

  18. n0mad

    n0mad

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    ____

    Attached Files:

  19. Vimalakirti

    Vimalakirti

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    Hey congrats on your game! It looks really fun and I love the art style!

    One thing I'd love to see is some color in the characters. They're really hard to see with grey pants on a grey ground. If they were wearing at least blue jeans then they would be easier to see, but I would suggest making each character its own color.

    I know this is hard to do... You don't want them to look like fags wearing super hero halloween costumes... But some color would help you see them better and make you identify with one (yours) more than the other (enemy) cause they wouldn't look identical.

    Just my two cents. Great work!
  20. n0mad

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    Thank you sir :)

    About the costumes, the ones you see in the screenshots are actually placeholders (the very first texture I made 2 years ago).

    In the release they will be a lot more detailed and colorful. You can see them at pages 5 and 6 ;)

    Thanks for your support !

    There might be a few graphical last enhancements for the levels in a month as I feel they could be a bit better, plus the addition of Beast baked shadows, but globally this is how it will "feel" at release.
  21. Alvarus

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    Looking really good! Here is a question: There is a robot in the background of the most recent screenshots. What is his role?
  22. n0mad

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    Aaw sorry for that, I knew videos were more and more missing this thread :)

    The robot in the background is just a giant sentinel, slowly patrolling. There is a continuous flow of its model passing by (one near, one far). For the near one, sometimes he just passes by, sometimes he stops and scrutinizes the scene where the fighters are.

    I promise to put some real videos really soon.
    I'm feeling lucky to even attract some attention with mere screenshots :roll:
  23. n0mad

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    Alien Landing Station, Kenya.

    Space communication pushed to thousands of lightyears, humans finally managed to make a second type contact with aliens.
    The thing became common during the 2050's, as military entities from all over the world demanded more and more info about their technology.

    So this is one of those bases, strongly defended by superweapons and high commanders. While human aircrafts are flying toward the alien mothership in the background, some spiderbots are patrolling near you to escort artifact collectors.
    As a matter of fact, weird alien organic spheres recently popped over the ground, without explanation.

    We don't know what's in it, but I guess we all prefer to keep it closed.

    Attached Files:

  24. n0mad

    n0mad

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    ___

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  25. n0mad

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    Final stages of music !

    Buck Bottleneck has finished his new album, METACORTEX, which will be used as background music for the game.
    Metacortex will be released on iTunes, Deezer, and Spotify very soon, and I can tell you : these tunes kick ass so much that they could easily fit to a crowdy dancefloor.

    Don't hesitate to show your support to Buck on his MySpace or/and Facebook pages.

    Myspace : http://www.myspace.com/buckbottleneck

    Facebook : Link.
  26. n0mad

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    Hey there,

    sorry for the lack of concrete update last month, but I was working on porting the whole game to Unity 3, and ... Android ;)

    I've also updated the shaders to the new Surface Shaders (awesome new feature, Unity team, thanks). I'll work on more artistic shader modifications later, but from now on it looks like the screenshot provided. Beast lightmapping has been worked on too.

    (screenshot taken from a Samsung Galaxy S, running at 55 fps)

    --

    Next week, I'll provide a brand new video showcasing all the 8 levels.
    You can already see in the screenshot that clothes and fighting styles are already implemented. Things should go fast from now.

    Attached Files:

    Last edited: Nov 23, 2010
  27. n0mad

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    Final level list.
    (once the thumbnail is maximized, click on the image for full view)

    Attached Files:

    Last edited: Nov 24, 2010
  28. n0mad

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    sidenote : for gamedesign reasons, I had to change the Pencak Silat category to Krav Maga.
    Pencak was too close on certain aspects with Taekwondo, and Krav Mag fitted more the spirit of the Berserker class.

    Therefore the poll is over, as I can't change it (seems like I can't even end it.
    Thank you all for your participation, that was very instructive data wise.

    here is a video of real life Krav Maga in action :

    http://www.youtube.com/watch?v=s12A3iffL6A
    Last edited: Dec 11, 2010
  29. n0mad

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    Here we are, all levels are finished.
    So I made a little showcase video of them all :)
    (captured from a Samsung Galaxy S, music by Buck Bottleneck)


    Last edited: Dec 6, 2010
  30. Udyrfrykte

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    Looks sweet! Especially like the stepping.

    Regarding realism, what kinda direction are you taking it? Read you mentioned Neji from Naruto and qi, but also that it was going to be "semi-realistic".

    I hope you implement muay thai in the game, and make it really raw. As a martial artist myself (kickboxing/MMA) I really wish to see the toughness of muay thai being implemented in a fighting game, as it's mostly just upskirt girls floating around doing toe-flickers with the power of nuclear missiles.
  31. Discord

    Discord

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    Those environments look great!
  32. n0mad

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    Thanks, I watched tons of video to respect the most of martial arts spirit and movement balance :)

    Regarding realism, I'm basically "reproducing a glorified reality" ;-)

    Classical working steps :
    - watch (Muay Thai for example) fight videos like the one I posted in the first post
    - try to grab the overall signature (here, brutal punches/kicks combined with a certain style/method)
    - try to fit this visual style into animation of several body key members (hips, legs, arms etc) with respect of gamedesign constraint (speed/power/range ratio)

    Some movements come naturally and don't need several anim reworkings, but other more complicated, like a knee/roundhouse combo for example, take 2 to 4 total sequence reworking from scratch to fit a satisfying result.

    I'll implement Muay Thai of course, and it will be the rawest style around :)
    To tell you, the class performing muay thai will be called "Tank" for a reason ^^

    I'll bring a video sample of 10 to 20 moves from different classes in 2/3 weeks.
    Hope you'll like it !

    Thank you, I put a lot of efforts into it, as imho a good fight is 50% driven by the surrounding ambience :eek:
    Last edited: Dec 8, 2010
  33. Neptune_Imaging

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    That does sound cool...I just read your entire thread and it has me very interested in your process as well... in fact do you have screen caps of creating hitboxes on the models... I am trying to make a fighting game too but have no idea of how to go about it... as far as hitboxes... I will be making the game as a pc prototype.

    Thanks a bunch... and keep up the good work... :)
  34. jrDev

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    n0mad.... *bows*

    Those environments look ridiculously great. There is so much going on in them, really fantastic work!!
  35. n0mad

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    Sure !

    Well, we were talking about Muay Thai recently, so let's take the Muay Thai class as example :

    In the picture attached, you can see a classical fierce front kick.
    1) the blue box is the hit box, the "hit receiver" in short. It's always there, and has its own hitbox in Unity. Every time this box is hit by the "Strike box" (see below), it registers a hit. Every animation sequence contains this box at every frame, following the average fighter bounds.
    2) the red box is the "Strike box". It pops up at given keyframes, any time a hit wants to be registered. Not always though, because fight moves do have some inertia where the members don't have enough motion force to inflict damage.
    So each attack has its own hit frames, which are represented by this red box. When inactive, I set this box far away from the char to prevent bad interpolations, and put its size/rotation to a fixed tiny value (because in 3D tools, we cannot "deactivate" an object, they are all persistent).

    Now in order to traduce this in Unity, I first create 2 box colliders (used in conjunction with 1 rigidbody in the character), one for hitbox, and one for strikebox.
    Then I make sure to delete the FBX boxes renderer component to avoid their visibility ingame.
    Finally, in a coroutine attached to the character, I copy these animated boxes' transform to those 2 box colliders I previously created. There we go, we now have a very precisely animated hitbox system.

    Secondly, for gameplay translation, I developed a custom FBX importer tool that reads a custom .txt file, containing frame data and any kind of raw info related to each move that I want to use ingame.

    In this Muay Thai example, its .txt data would read :

    Code (csharp):
    1. 200;246; s_LK ;Once;218;226;
    In my importer, I translate this line into :

    Code (csharp):
    1.  
    2. start frame : 200 (used for FBX animation splitting)
    3. end frame : 246 (used for FBX animation splitting)
    4. anim name : "s_LK" (used for FBX animation splitting)
    5. loop mode : Once (used for FBX animation splitting)
    6. hit start frame : 218 (used for ingame strikebox activation)
    7. hit end  frame : 226 (used for ingame strikebox de-activation)
    8.  
    Then I create a new Animation Clip asset from scratch, where I copy the FBX imported anim clip and add an AnimationEvent to it, triggering a "Strike" function with hit frames data attached to it.
    This Strike function will activate the "Strike Box" as long as hit frames data is valid.

    And final step, I attach all those freshly created animation clips to my character prefab. All I have to do next is launch animations at will, and watch them trigger hits and strikes automatically.


    But ... I have no credit for this overall hitframe management method (hitbox, strikebox), as it was inspired by Capcom Street Fighter fans themselves ;-)

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    Last edited: Dec 10, 2010
  36. n0mad

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    In addition to previous post, I should also mention that every single movement, strike, or hit data is meticulously calculated from a stats repartition table.

    Attached picture shows a sample of the base data, transformed into Muay Thai data, relative to its own stats.

    The reason I had to do this is to prevent balancing issues. For example, you find a very cool idea for one move, and dive right into animation with excitement. Several days has passed, you are very satisfied, but you discover 6 monthes later that when implemented into the game, it's just completely overpowered/underpowered (too fast, too slow, bad range, infinite combos, etc).

    That's why I have to first do this table, check if it fits well overall with other fighting styles, and then merge it with this latest cool move idea I had while having lunch :eek:

    No seriously, this data work is very, very important in any multiplayer fighting game, if you don't want to be nailed by imbalance soon after release.

    Once again, I'd been given the way to go with it thanks to Capcom SF fans, except I added and removed some data type to fit my game.

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    Last edited: Dec 10, 2010
  37. Neptune_Imaging

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    Super interesting...i hope i will be able to recreate this... since, um, my fighting game models will be from 25,000-45,000 triangles... now do you just create the strike boxes and parent them to the bones? I want to make sure this works for a 40,000 triangle Atlantean gladiator...

    BTW I added you on XBL...hope we can play sometime
  38. n0mad

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    Actually poly number (as well as other performance related stuff) has no influence on this hit/strike frame routine, as Animation Events are framerate independant. I had the same worry lately, but after some testing at a forced 10 fps, animation events triggered successfully, with some being even 2 frames long on a 60fps animated FBX. Unity seems to have timed animation events with Time instead of rendered frame, which is a great decision for lower end hardwares.

    In Unity, I'm parenting the box colliders to the main character gameObject (which contains other child stuff, like bones, model, etc), but in the 3D tool, I parent them to nothing. Parenting has no real importance as long as you're linking them to the right script.

    Great ! I'll be glad to dust up my stick and share some moves :)

    Good luck for your project !
  39. Neptune_Imaging

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    Thanks man... i am not a programmer by a stretch of the imagination... i loved the video clips of the fights... i just wish you could try to get the hit reactions as realistic as possible... i know it's tough... remember the game Eternal Champions on the genesis?
  40. n0mad

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    Oooooh, you're talking about my whole childhood when saying the word Genesis :eek:

    I recall Eternal Champions, it was very beautiful for a Genesis game at the time !
    Didn't own it myself though, I was more in the Streets of Rage world ^^

    I just watched a video of it, and funny thing, they used the exact same hit sound fx than Street Fighter 2 :p


    About hit reactions in Kinetic Damage, I animated a lot of possibilities : hit on the face, stomach and legs, all of those 3 divided in 4 directions (being hit from the left, right, top, bottom), and with 2 intensity levels (light and heavy hit).
    So that when you give a roundhouse kick from right to left for example, you can see the proper reaction of your target's had being blown away to the left. It gives a more immersive feel (and it's not that hard to code).

    Actually I'm working on the impact visual fx, and it's not as easy as we could think :eek:
    Too much visual effects make it boring on the long run, to few make it like you didn't hit anything, too long duration cannibalizes the move's punchy feeling, etc.

    That, and hit sound FX are also a big, big deal in a fighting game.
  41. n0mad

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    Thank you Ricky, I'm very happy you like them :eek:
  42. ratonmalo

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    Hey! all looks super great! i can't wait to play it!
  43. Neptune_Imaging

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    Yup...i am looking to recreate Eternal Champions... but it is going to be tough to animate strong hits without procedural animation... and the controls are going to be like VF5 (and the game will be in full 3d)... i miss that game
  44. n0mad

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    @ratonmalo : thank you again, I've put some more precise infos about box colliders on the last page (7) if you want ;-)

    @Neptune_Imaging : you can animate hits by using scale and rotation on static models, this can look great (like in Street Fighter 4). Yeah VF4/5 were great :)

    Okay, now I'm going back to work, I'll make sure to post that sample video of some fighting styles movements at the end of next week.
  45. Neptune_Imaging

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    I don;t understand this: you can animate hits by using scale and rotation on static models...

    I would usually animate both attacker and enemy models in the same scene with some specific reaction... going to be a challenge... and i can't wait for your video
  46. n0mad

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    (Sorry, I was referring to the hit visual explosion that we can find in fighting games)
  47. Jay_Adams

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    You forgot Tang Soo Do (Korean martial arts - think Chuck Norris)
  48. Persona

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    Why is there no hapkido either?
    How'd you choose what styles go into the game?
    A Poll?
    Last edited: Dec 12, 2010
  49. ratonmalo

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    Yeah, i just checked the info. other way can be using the rig of your character with a second group of boxes with the character form for the receive hit collide?

    stg like the blue boxes in the pic, use the same rig but hide on render option.

    [​IMG]

    duplicate the boxes of the hands and foots and copy the translation and rotation from the riged blue boxes to the hit boxes. (in the pic the red boxes)
    Last edited: Dec 12, 2010
  50. Neptune_Imaging

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    hey, that looks cool, ratonmalo, i was just thinking the same thing... my game will be in full 3d so i have to think about how to set this up