Hey ya'll. You can throw pointy objects at a dartboard, now with up to 7 friends! It's been an absolute blast setting this up while learning the new scene/component system. The workflow is incredible in comparison with the entity system. We're excited to experiment with new ideas, and to also experience what other people can do with it.
Anyways.. We thought we'd dump a few screenshots taken along the development process since some of you might find it amusing, and of course, we don't mind if you point and laugh.
Our music was produced by NeonApathy, a coworker and amazing friend of mine. He's a pro. Our soundtrack will be made available on SoundCloud and Youtube soon, he's in the process of naming the tracks and uploading them.
Kerillian did the majority of programming here. The state management, the networking, and much more has impressed me so much. They deserve immense credit where credit is due.
All art, assets, sounds, fonts, etc etc are within' our right to use 100%. 95% of the game was made completely from scratch. Our public use domain assets can be counted on one hand.
Time Clock font - Full license for commercial and beyond.
Wood floor, brick wall, and wooden backboard textures are from Substance Community, feel free to read the license and use page on there. These have been some of my favorite textures to use in various projects.
Soundtrack is NeonApathy as mentioned above. All other sounds except the curtain sound, and bottle break sound were recorded on an at-home setup. Curtain sound is free and license is commercial and beyond, as well as the bottle breaking sounds. I'm happy to provide the details of these licenses to whoever I might need to.
All other assets are products of myself.
Development media
It all starts somewhere. We highly recommend "Obsidian", a note taking program that lets you do fancy things like kanban boards and integrated excelidraw. Even better if you use a program like "SyncThings" to sync your notes between cohorts. (We don't recommend using SyncThing for project files, it's best practice to avoid things like that!)
Blender's ability to use Python for specific tasks makes me a very happy person. For example, I needed to define our collision mesh below to better fit the scoring positions. To do that, I needed to split each scoring position into two parts. If I didn't have the ability to utilize Python, I would've had to manually export each position + pair manually into their own separate .fbx; Fuck that.
I'll be honest, our dart physics calculation + score calculation was really bad for awhile. Upon a handful of huge discoveries, and many dart throws later.. We got something we were happy with. It isn't perfect by all means, but it's pretty dang good. Here is some juicy successfully calculated shots after 50 iterations later.
I work (unfortunately nowhere near this industry), and anytime I'd go into my shift I'd get some random new recommendation for a custom dart. Originally I didn't plan to have custom darts, but instead release with more gamemodes.. But I'm glad we went with this route, because although some of them feel a little weird, it is really satisfying just throwing a felt ball at a dartboard. Anyways.. Here is some random blender tree shots.
p.s.
Do you like our curtain? You can use it too! Matter of fact, it's actually *tinted* red in our game, but it can be any color you want! It's on asset party, and fairly light weight. It has animations, and soon I will be updating the package to update its animgraph with the cycle node rather than the speed node, which is the newer version Darts uses to allow better control of the animation itself. The model itself sends out GenericEvents at the end of the opening sequence, and another one at the end of the closing sequence.
Finally..
It's awesome seeing the progress everyone has made on their projects, and as I'm writing this post we're entering the very last stretch of this game contest. To wrap it up, I'll touch up on a few things like the future.
First, we're far from done. There is so much more we can do with this, and it's really up to the general opinion of the game whether or not we continue adding to this. We'll do our absolute best to keep this alive through future system revamp armageddons.
We've listened to feedback, and we've already sent a basic chat, and a basic ready system through our lab. We will be adding these before the contest is over.
Our gamemode base is setup in a way that allows us to easily build on top of it. This means it's highly likely that, even after the contest is over.. We do plan on adding options for specific rules of our preexisting gamemodes, as well as gamemodes that aren't seen in real darts. Things like specific parts of the dartboard lighting up, and requiring you to land in that space specifically.. Or the numbers spinning around like a roulette, making it an interesting dynamic.
Lastly, I'll dump the code count of our project for those who are interested in that sort of thing. (Oh and, my space bar broke right as we started this. Point and laugh at me:)
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