Working on the Boss AI system for today's Bloodborne Kart dev post! Using a simple dot product check, I was able to write a function that selects the next nav points based on player position and moves Micolash down the hallway towards it (in a very linear snapping manner, which will be smoothed out at a later date)
While his movement is based on this new system, the normal Kart AI will still boost and pick up / use power ups.
2023-06-27 19:12:10 +0000 UTC
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Doing the prelim work for the Micolash boss fight for today's Bloodborne Kart dev post!
To start, I ported over the Gascoigne boss fight code. Micolash is parented to an empty that will now be dynamically moved down corridors by a simple 'boss AI'
What you are seeing in this video debug proof of concept. I hard coded the system lerp Micolash between 4 nav points linearly just to make sure the it can work, and is fun.
It's obviously very unpolished, but I think it works!
2023-06-26 17:05:44 +0000 UTC
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Created and implemented the bridge asset for today's Bloodborne Kart dev post! I wanted to extend the bridge section to make a proper track that has multiple mirror portals that the player must chase Micolash through for the final bit of the boss fight, including some 'wrong' mirrors that loop the player back.
2023-06-23 21:53:57 +0000 UTC
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Did more work on the Mensis track to start today's Bloodborne Kart dev thread! Created the majority (but not all!) of the upper level of the boss room today, here is a run through of the entire level so far to show it off!
2023-06-23 00:16:09 +0000 UTC
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Taking a break from track design and working on the teleport mirrors that will be a central gimmick to the Mensis track for today's Bloodborne Kart dev post!
They are by no means as advanced as the portals from, well, Portal, but they do support momentum preservation, dynamic movement and can even teleport bullets!
2023-06-15 22:22:40 +0000 UTC
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Did more Mensis track work for today's Bloodborne Kart dev thread! There were a lot of geometry gaps in the level due to all the open staircases & balconies present in the level, so I went back & closed them all up, adding more walls & ceilings outside of the playable area.
I also started laying out the second library maze area. This is where the teleport mirrors are introduced and I want the player to use them as well, so this is probably where bloodborne kart will deviate ...
2023-06-14 20:02:00 +0000 UTC
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Worked on the big, curved staircase in the Mensis track for today's Bloodborne Kart dev thread! Modified one of the staircases made for the Astral Clocktower track to fit this level.
I also added inset bookshelves in the wall to closer match the original design and added the lower part of the curved staircase, but it's now blocked off by debris as there's no reason to go down there since the only reward in the og game was a rune, which doesnt apply in bbkart.
2023-06-14 02:54:31 +0000 UTC
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Working on the new catwalk stairs to start today's Bloodborne Kart dev thread! Here is a look at the new asset.
Also, In terms of overall visuals, Bloodborne PSX's aesthetic being more colorful than Bloodborne PSX was an intentional design choice to match the style of older games, but I do think it has been cranked too far for this level, so I desaturated some of the textures.
2023-06-10 22:40:59 +0000 UTC
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Doing more of the Mensis level for today's Bloodborne Kart dev post!
Made a bunch of new textures to create the maze-like hallways and the 'external' structures on the other side of the balcony to help sell the massive size of the Mensis building.
This track's hallways are too narrow for a traditional race, but for a single player chasing Micolash I believe it should be ok.
2023-06-09 19:56:31 +0000 UTC
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Working on the next track for today's Bloodborne Kart dev thread, which will be inspired by Micolash's boss arena. Made a few new wall and floor textures which are very important in establishing the tracks vibe.
I also added the levels distinct fog effects, albeit using much more primitive techniques due to the ps1 aesthetic.
2023-06-08 22:14:55 +0000 UTC
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Finished up the brain cage implementation for today's Bloodborne Kart dev post! Integrated it into the main menu and also added a leaning animation when the player presses left and right on the d-pad while idle (as all other karts also lean and it feelt like something was missing from the brain cage anim set)
I also messed with some of the core textures of the Central Yharnam set. In BBPSX, textures were designed around the fact that they would never be seen from afar due to the short d...
2023-06-06 23:11:41 +0000 UTC
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Working on the hunter's version of Micolash's "kart" for todays Bloodborne Kart dev thread! I decided to tie the functionality to the brain cage, as that's an iconic Micolash-y item that can be unlocked & granted to the player.
The animset is mostly unchanged, but I did make a new melee attack animation, seeing as Micolash attacks with tentacles.
2023-06-04 20:40:47 +0000 UTC
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Now that Micolash is (mostly) done, it's time to integrate him into the racer select screen for today's Bloodborne Kart dev post!
Check out the new icon, animation idle, and racer stats!
2023-06-04 01:51:14 +0000 UTC
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Did more animation work for Micolash for today's Bloodborne Kart dev post! Did the two trick animations that play when the player presses the drift button while in the air.
2023-06-03 00:15:01 +0000 UTC
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Finishing Micolash's power up animations for today's Bloodborne Kart dev post! All that was left to do was create and implement animations for the 'whirligig wheels' and 'a call beyond' power ups so that's what I worked on today, check it out!!
2023-06-02 01:25:14 +0000 UTC
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Working on Micolash's melee weapon power up for today's Bloodborne Kart dev post! Seeing as Micolash doesn't have a melee weapon, I decided to make it his Auger of Ebrietas tool.
2023-05-31 22:57:48 +0000 UTC
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Doing Micolash power up animations for today's Bloodborne Kart dev post!
Created animations for aiming firearms, the gatling gun, and the piercing rifle today!
2023-05-30 19:37:19 +0000 UTC
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Doing some cleanup for Micolash for today's Bloodborne Kart dev post! Nothing too fancy but it's gotta get done so lets do it!
It's a bit of a process, seeing as the entire kart system assumes that there is, well, a kart mesh present, but I'm starting the process of rerouting kart visual feedback to display on the racer mesh instead of there isnt a kart present (like the steam hiss and boost fire shown in the video)
I also removed all the remaining engine effects so Micolash prope...
2023-05-29 22:56:20 +0000 UTC
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Spent a lot of time polishing and adding to the running animation system for today's Bloodborne Kart dev post!
Micolash now:
-Leans into turns
-Plays a new 'arms out' run anim on boost
-Runs in place when 'burning rubber'
-Has a back up anim.
-Has better audio implementation.
2023-05-28 03:18:27 +0000 UTC
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Doing more Micolash animation work for today's Bloodborne Kart dev thread!
On top of making a new drift run animation where he windmills his arms (inspired by the devilman run 😄), I also tweaked the kart angle function.
Basically, the kart angle function rotates the kart to face the angle of the ground it's on, which wouldn't work for Micolash. I wrote in an exception to only rotate Micolash to the ground angle when running up or down hill. When running alongside the hill, or s...
2023-05-26 19:40:40 +0000 UTC
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Losing my mind at this runcycle that I implemented into the kart pawn for Micolash, who races by running really fast 😂
Since he uses the hunters rig, the power up animations that just blend on his right arm all work as intended but they'll need some tweaking.
2023-05-25 20:39:56 +0000 UTC
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Weighting Micolash to the biped rig for today's Bloodborne Kart dev thread! Now that this final step is finished, I can safely say that his character model is complete!
2023-05-24 22:39:07 +0000 UTC
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Check out a timelapse of the UVs and first pass of the texture for Micolash for today's Bloodborne Kart dev post!
Worth noting that i am reusing some textures from previous models, primarily the foreign garb as they both sport slacks, dress shoes and a dress shirt + vest combo.
2023-05-22 22:33:02 +0000 UTC
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Working on the Micolash racer for today's Bloodborne Kart dev thread!
There isn't anything to show in engine, so instead enjoy this time-lapse of the first stage of creation (modeling)
The BBPSX style character is higher poly that my personal style, so it was a bit of a shift working on this, but it isn't necessarily a bad thing! Regardless, see you all next time!
2023-05-21 21:41:41 +0000 UTC
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Working on the Astral battle mode map for today's Bloodborne Kart dev thread! Walled off the tower entrance with a fog gate & dropped the battle mode managers / actors down to make it functional. I also dropped a bell in the astral room to make the map more symmetrical.
2023-05-20 23:22:39 +0000 UTC
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Finally doing the tricks for the Lady Maria racer (and the hunter equivalent) for today's Bloodborne Kart dev post!
Also, like the hunter bike that Gascoigne drives, I made the Monogear 10% smaller when the hunter is driving it as they look comically tiny sitting in a kart made for an 8 ft tall person.
2023-05-19 21:47:33 +0000 UTC
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Working on updating the battle mode intro cameras for today's Bloodborne Kart dev post!
To start, I ported over the sweeping level intro camera shots from the race manager to this battle manager, unifying both modes (and yes, its skippable!)
I also made the camera that plays over the intro music to show all the teams before settling on the player's camera. Hopefully all this camera work is enough to prep a player who has never played in a certain map before for a battle!
...
2023-05-17 19:29:51 +0000 UTC
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Updating and integrating free-play mode to include the Astral On-Ramp track for today's Bloodborne Kart dev post!
I started by cleaned up the map selection so it no longer selects maps using a hack integer system and instead properly stores the maps name before loading it.
After cleaning that up, I went ahead and fully integrated the track, where it displays the minimap and the new icon!
It's spawning racers sideways tho, will need to fix that 🤔
2023-05-15 20:05:53 +0000 UTC
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Worked on the campaign mode for today's Bloodborne Kart dev post!
On top of adding more debug tools to make testing campaign mode easier and faster, I also added a 'more details' drop down in the interstitial menu to display more information about the upcoming match.
On that topic, I finally implemented the next campaign level with Lady Maria and the Astral On-Ramp track. I also made post-match rewards that haven't been unlocked yet display a 'new!' icon to prevent confusion on re...
2023-05-15 02:23:04 +0000 UTC
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Made the hunter animset for the Astral Monogear for today's #BloodborneKart dev thread! It's based off of Lady Maria's animation set but tweaked slightly seeing as the hunter is around 2 feet shorter.
2023-05-14 03:05:49 +0000 UTC
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