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TPP Game

TPP Game

17 devlogs
34h 49m
Created by Abdur Rehman

A TPP game.

Timeline

I made an attack hitbox that gets added dynamically whenever the player attacks.

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I implemented a stamina system that dynamically decreases the player's stamina based on their actions and also created a simple UI to display it.

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I replaced the jumping mechanic with a dodge ability because jumping didn’t feel meaningful in this type of game, whereas dodging adds more to the gameplay and generally fits the entire game better.

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Made it so the camera can’t go below the terrain anymore. I also tried refactoring the player code into subclasses, but that caused a bunch of bugs and ended up being a total mess. I gave up and reverted back to the original player class. Next up I’m gonna add stamina mechanics.

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Added better lighting and shadows to the game. Also started working on making sure the camera can’t go below the terrain. It’s only half done right now and still has a bunch of bugs, so I’m gonna go refine it now.

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I added a randomly generated infinite terrain to the game and got physics working with it so things can collide properly. It came with a bunch of bugs that took a while to sort out, but I finally got everything working. Next, I’ll be working on the lighting and shadows to make the game look better.

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I added a head bobbing effect to the camera that changes with the player's speed, and also added a landing impact effect. I fixed a few bugs here and there, and now I'll work on simple terrain for the game.

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I’ve implemented the attacking state and completed all the associated animations. With that, all player states are now fully integrated, and all animations are in place. While I might add a few more in the future, everything is good to go for now. The player now has 20 states and around 30 animations in total.

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Implemented blocking and kicking functionality. Next, I'll work on adding additional attack mechanics.

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Added jump and fall animations, along with their respective states. All movement related animations and states are now complete. Next, I'll be focusing on implementing the attack, block, and related combat mechanics.

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I've added all the movement animations except for the jump and fall animations. There are now 17 animations and 14 states implemented. Next, I'll be adding the jump and fall animations along with their corresponding states, before moving on to blocking and attacking mechanics.

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I implemented the entire animation and state management system for the player. So far, I’ve integrated six animations: four idle animations that play in a sequence when the player is stationary, and two movement animations for walking forward and backward. Next, I plan to add additional basic movement animations and their corresponding states.

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I’ve added the base player model to the game and refined both the controls and camera to better suit gameplay after integrating the player character. I also fixed several bugs related to the camera and other minor issues. Next, I’ll begin working on player animations.

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I improved the player's movement to make it smoother and added a transition when crouching, so the body scales down smoothly instead of being abrupt. Additionally, I created a sky to enhance the overall lighting.

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I implemented jumping and crouching mechanics for the player. To start, I added raycasts to detect ground collisions, which allowed me to enable jumping only when the player is grounded. Next, I added crouching functionality. When the player holds the C key, they crouch and can move through low or tight spaces. Additionally, the player will remain crouched if there isn't enough headroom to stand up, even after releasing the C key. Once there is enough space overhead, the player will automatically uncrouch, provided they are no longer holding the crouch key.

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I’ve implemented basic player movement and introduced third person camera controls to the game. The camera now smoothly follows the player, with added functionality for zooming in and out. Next, I’ll focus on enhancing the movement mechanics by adding actions such as jumping and crouching.

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I set up the basic scene for the game and initially attempted to integrate Rapier.js as the physics engine. However, after running into many issues, I decided to just use Cannon.js. I’ve added a capsule shaped physics body to the player and will now move on to implementing third person player controls.

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