chibititan 3Speak Podcast: Recent Episodes

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Listen and watch the latest videos from chibititan. Hosted by 3Speak.tv. The free speech video platform on the HIVE blockchain.

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https://3speak.tv/watch?v=chibititan/bbphjmyj
Still making progress! Last week we showed some abilities with their animations and effects.

This week we added sound to Eddy's actions. As well as some background music that will change when the player is in combat.

On top of that we also hooked the abilities into the damage system. Which seems to work with our initial basic tests.

There is no UI changes yet so it is a little hard to tell what is going on but you can see the debug prints in the top left corner when damage is dealt to the magma imps.

Need to make the imp react when hit and die/disappear when the health reaches or goes below 0.

This kind of marks the first update that shows actual interaction between the player and the game. There is... sort of a goal. To attack the enemies.

So dare we say... our first actual gameplay?

For those wondering we did not create the sound and music. They were taken from a humbe bundle purchase. We're not sure whether these will be final or not, may write our own yet. But wanted to add them in to the blueprints and such. So if we do decide to go different it'll be a simple matter to include in the game.

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https://3speak.tv/watch?v=chibititan/oaflftfe
Back with another progress update!

We decided to go with the new rig through ARP and this allows us to easily retarget animations from Mixamo and other sources. We can also of course still hand animate things as well. Most of what is seen in this video are a mixture of the two. Start with a Mixamo animation and then hand animate various parts or mess with the Mixamo stuff to fit the character or ability better.

Once we rebuilt what we had for Eddy, we also added some new stuff. Before we started work on the abilities, we worked on the movement a bit.

There is a dash now. As well as a double jump (with a flip!)

Updated the FX for the fly mode a bit and added boot jets for the dash and double jump.

The gameplay for Titan Climber is going to be heavily focused around customizable, sequential ability sets. Once we get the UI set up, this will be easier to demonstrate. For now, there are 4 abilities.

A simple jab punch. An uppercut punch. A backflip jet thrust. And a ranged elemental attack.

These will be 'stackable' on ability slots. And as you chain abilities within timed periods you'll get damage multipliers.

In this demo it is set so ability 1 is the Jab > Uppercut. Ability 2 is the backflip. Ability 3 is the ranged attack. Ability 4 is empty.

There will be an ever growing list of abilities that you can craft throughout the game. The stats will also be randomized a bit so you'll craft the same abilities multiple times to get the stats and affixes you want.

We actually have a decent amount of the backend ready for testing too. So hopefully we can make some more progress this week.

It'll all definitely need some play testing, but we think it'll be a fun combat system.

Speaking of, now that there are a few abilities, next up is the combat system itself. Once we get battles going on, it'll really start to feel like a game! Can't wait.

We talked about using various social platforms last week. Think we're definitely sticking with 3Speak as our video host. We would like to start making our videos more entertaining though. Nothing too elaborate. But we welcome any suggestions! The game will eventually have sound. Maybe that alone will help some?

Hope you all like the new movement, animations, abilities, and FX! And if you want, give us a follow. We'll be updating as often as possible. :)

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https://3speak.tv/watch?v=chibititan/dmbdegdi
This is the biggest update yet!

We are calling the game Titan Climber. Each level will be mostly a Titan on which you will run around and fight enemies and accomplish objectives.

This is a prototype of the first level called Mordrok's Prison. Mordrok is the Titan and he is held under a prison of Mountains.

Hope you all like it! Now that the level exists, we will be working on building up the gameplay systems more.

Another new thing, if you've been following along, is what we call fly mode. To make getting around the Titans possible, you can breifly enter vorb state and fly for a couple seconds at a time.

If you like what you see, please follow us for more! :)

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https://3speak.tv/watch?v=chibititan/jmlkkalk
Very short update. If anyone has wondered since seeing the concept art (or our banner) where those little orbs have been in all the 3D work so far. That curiousity can rest now!

Thinking about calling them Ed and Edd (if anyone remembers that cartoon!?) :D Not real sure what the legal implications of having Ed, Edd, and Eddy be the playable character... so may just go with Ding1 and Ding2 though haha. Not extremely crucial either way. Just fun.

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https://3speak.tv/watch?v=chibititan/qrpuyxwv
Long time no update! :(

Too long...

So here we are! Finally back with some new things to show. Added the player HUD and a pop up menu navigation. The tabbed content will be filled in later but we got the controller and mouse/keyboard navigation working for the basic pop up overlay.

It was all pretty fun to build and design. Not exactly final but it will do for now. May need to mess with the scaling some and might adjust the colors a bit. But overall fairly happy with it.

The damage and health bar system can be seen here as well. That was pretty fun to work on. The health bar chunks down with taking damage but also shows an animated indicator of how much was lost.

Since there is no ability system in place yet the ability slots are empty, obviously. But the idea of how the abilities will work is pretty fleshed out in our design. Shouldn't be too much longer until we populate those empty boxes!

Also on the HUD there is a Name plate, a Title plate, and an Avatar. We plan to make the name customizable by the player. The titles and avatars will be collectible rewards in the game. What is shown here may be the defaults, but not certain yet.

It feels good to be sharing some progress with everyone again! Hopefully we can get back into the groove and sharing more regularly now.

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https://3speak.tv/watch?v=chibititan/effclbla
Another update! In this clip we show a few new things.

First, we extended the AI so the monster will have a min and max range. If the player is too close the monster will now retreat until it gets back out into its attack range. If the player is too far it will chase still until it is in attack range. In attack range of course it just attacks.

In addition to this AI update. We added the attack animation and projectile throwing for the imps. Which you can see here. We also made a death and hit animation, but those will have to be shown later.

And to finish it off we learned a bunch about the niagara particle system and built some effects for the imp. Swirly rocks, smoke and embers.

The imp is in a pretty good state at this point. So we'll probably start working on more game systems now and focus a little more on Eddy.

Really enjoying the Unreal Engine at this point. Think we made the right choice.

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https://3speak.tv/watch?v=chibititan/ijsacxqx
We've been posting updates on various social sites on our game. We decided it was time to try out some video sharing.

In this video we show the main character movement. Fixed some animation transitions. Also added the Magma Imp monster to the scene with its idle animation.

Set up some basic AI so the monsters can roam and chase the player when detected.

Also created a dynamic spawning volume that allows placing monsters easily with respawn and spawn limiting mechanics.