22.11.15

#2211 - Further updates

So as mentioned earlier, I did many changes for LBKR the last two weeks. The levels are no longer randomly generated, since the GC allocated too much memory during the generation of the level and also since the load time on scene changes was really long I decided it was more of a pain then gain to have dynamic levels generated.
Instead each Chapter now have multiple variations per sub-section that are loaded by random. So there's still some randomness, just not as much as earlier.

I also fixed a ton of memory leaks in my object pooling and gore systems, aswell as some minor leaks in other behaviours.






The Slasher, this monster was added in previous beta update

21.11.15

0821 - Quick update on the Gore System

I'm finally done updating the damage models of all monsters in LBKR, while working with the gore system I noticed a quite monstruous memory leak with blood stain generation, it's sorted out now aswell. :)

Alot more updates have been done the last two weeks, will post again soon about that!







8.11.15

#0811 - Further updates

I'm still updating all damage models for the gore system, but also added some more gib and limb models. Now blood will splatter for those aswell, in addition to that the blood stains are now created in size relative to the type of damage rendered on the ragdoll or received by the monster.

An in-game video of the gore system in action can be seen below.

Apart from that, a whole bunch of bugs have been fixed and a new beta version has been released as of today, and I've added the UI for the players collected notes and a beastiary.

1.11.15

#0111: Decap. Recap

Fiddled a little with the dismemberment tools I developed for LBKR today, first of all I updated and improved the damage model for most monsters, it now also includes the characters skeleton and guts etc.

A while back I rewrote the tool, and uploaded a few screenshots of the result here on the blog. Since then I've updated it once again, mainly to make it more user-friendly and the system's now a bit more optimized at runtime.

In the editor I no longer have to draw a new mask every time I create a new damage zone, export the damage map texture, import it into Blender, modify, export, bladibladibla endless-time-consuming-crap.

In the latest version of the tool I create a copy of the character mesh in Blender and cut it up, then export it into the editor, this mesh will be used as a mask for the tool. So all I need to do is to assign desired mask for the current damage zone, decide what to show instead of the blown-off chunk of the character, and save.
So in short, I've reduced the amount of time and work required for each damage zone greatly.

To be honest I don't remember if I fixed it in the previous version of the decapitation system, but never the less, when a character gets decapitated now it will no longer require any more draw calls then before decapitation. Earlier the damage model would be instantiated as a separate mesh but use the same armature as the character model, now the damage model is combined with the characters mesh, also the texture for the damage model has been added to each character texture so they can use the same material.