Some core player mechanics were publicly introduced this week. Improvements to character rigging, new animations, and new combat features were implemented this week as well!
If you'd like to help support the development of Fableforge, you can do so by contributing via Patreon! Your support would help a lot as it can help with website upkeep, hiring a composer, localization, marketing and other development related costs. 😊
Some of the benefits that are offered include: your name in the in-game credits, access to closed testing (a few weeks before release), Discord related benefits, name submission for procedurally generated regions, mobs, resources, and the opportunity to help design a mob!
If you'd like to chip in and show your support you can visit the Patreon page here:
Player Character Mechanics
These features were already developed a while back, but were reintroduced with some improvements & a few modifications.
Male Human Base Model
The human male base model.
There were a couple factors that I considered when creating the base human male model. One was how can I differentiate from other voxel games? I think most importantly though, was how can I provide the player a canvas for them to customize?
When forging armor for instance, a player will need a solid canvas to create the leggings, boots, helmet, and chestplate. Providing them a structure to adequately design their armor block by block was an important reason why I went with this style.
Character movement was something that was developed a while back. This week this feature was briefly showcased in a video posted on Twitter. Some key features of the movement system:
Some additional features:
Coyote Time: A coyote jump refers to a brief window of time that is afforded to the player after falling. It is a short amount of time, a quarter of a second, but contributes to a fluid and responsive feel to player movement.
Charity Jump: A charity jump refers to the ability to jump while still in air, but within a certain distance from the ground. This distance is really small, but again contributes to a fluid and responsive feel to player movement.
The camera provides 3rd person & 1st person options. You may zoom in, out, and rotate the camera as well. Camera also has collision detection so that it won't clip through solid blocks.
Currently the middle mouse button is used to rotate the camera by holding it down and moving the mouse. This will change in the future in favor of a mouse-lock feature where the cursor is locked in the middle of the screen and all you have to do is move the mouse.
Animations & Improved Rigging
The base human male character model was already rigged, but I decided to re-rig it. I added a few more bones for animations: Elbows, knees, & chest. The animations will look a lot less stiff with these new animation bones.
This rigging style/animation style will extend to the mobs as well to provide better looking, less stiff, animations.
The idle animation and blink animation can be seen in this video.
A few more animations were made for player character models:
You can see the blinking and idle animations in the video above. The running animation is shown in the 'Camera' video above.
Last but not least, combat! Here are some of the features that were implemented:
- Basic damage system
Ability to damage mobs, using a random damage value between min damage & max damage.
- Basic death system
Just a simple death system for mobs, they are destroyed and disappear. No visual effects/animations yet.
- Damage knockback feature
A small knockback is applied to entities that are damaged.
- Floating damage indicators
A floating number that indicates the amount of damage that was done is visible for the entity that was damaged for a brief moment of time.
- Visual damage indicator
A white flash is visible for a brief moment of time when an entity is damaged.
I have no pics or videos ready to show of the combat just yet as it's still a little to early to show.
Next Week Preview
Next week I'll be working on weapon handling which includes creating some base weapon models and how they work. I'll also be working on some combat-related animations and UI!
If you have any questions or comments, let me know! I'd love to hear from you guys. You can email me at firstname.lastname@example.org, or by dropping a comment wherever you saw the link to this blog post! (twitter, reddit, discord, etc.)