Mocap, Mo' Problems by Skleembof

[raw]
made by Skleembof for Ludum Dare 48 (JAM)

world view_.png

Controls

  • WASD to move
  • Hold shift to run and jog in place (when not moving)
  • F to attack
  • Hold space to crouch

bar.png

Description:

Sneak deeper and deeper into the castle until......

The idea of the game was that you had to sneak into a castle and assassinate the queen. You did this by sneaking up behind enemies, knocking them out, and stealing their disguise (like hitman).

So you would go deeper and deeper into the castle, while going deeper and deeper undercover until eventually you kill the queen and have gone so far undercover that you become the queen yourself! even though you're a muscular alien man.

Unfortunately I wasn't able to implement the main gameplay mechanics so this more of a tech demo than a game. Run around the world, play around with the root motion character controller, and try to kill all the enemies

Features

  • sneak around enemies, use the environment to hide from their line of sight.
  • punch enemies with 'F' to knock them into ragdolls
  • sprint around like a madman and play with the almost great root motion character controller
  • *hold shift without moving to jog in place (very important feature)

missing features

  • can't change disguises. Didn't have time to implement this
  • no win state

Notes:

This was a huge undertaking for just one person. I was about 3 hours before the compo deadline and I'd finished the main features, but the world was ugly and empty so I decided to upload it to the jam and recruited my brother for a bit of extra help.

This game was made using full body motion capture. Every single animation was captured using IPIsoft motion capture. The character controller works completely with root motion.

My goal was to really challenge myself and make something technically impressive in a small amount of time. as I expected, the motion capture took most of my time, about a day and a half to produce usable animations.

Every other asset I made in Blender.

Known issues:

  • ~~Missing Mark Zuckerberg statue~~

  • The character controller is a little weird. Turning around animations don't turn you around far enough so they play 2-3 times back to back until you're turned around.

  • ~~Player's legs are wobbly/funky for the idle, walking, and run animations (some problem when using mecanim, didn't have time to figure it out)~~

  • The enemies are just naked dudes. Thanks to some problem i noticed late in development, I couldn't swap out the enemy models so theyre just naked.

  • ~~the NPCs are stuck in T-pose for some sad reason.~~

  • The attack animation sometimes gets locked to one direction so its really hard to hit enemies

  • The camera collides with the enemy colliders at some angles which makes it act unpredictably

  • It seems that enemies don't detect the player or chase you in the final build, but only sometimes? It works fine in the editor though. weird

Post-Jam bug fixes

  1. I added the missing Mark Zuckerberg statue. Its a 3d scan I captured with the iPhone 12 LIDAR. I accidentally disabled it before the first build of the game.
  2. I fixed the wobbly legs issue. It was because the avatar wasn't in a perfect t-pose. Thanks random Russian guy on youtube
  3. Fixed the NPCs with no animations.

Royalty Free Music from Bensound.com

Ratings

Overall 1845th 2.625⭐ 30🧑‍⚖️
Fun 1795th 2.482⭐ 30🧑‍⚖️
Innovation 1076th 3.089⭐ 30🧑‍⚖️
Theme 1913th 1.846⭐ 28🧑‍⚖️
Graphics 897th 3.696⭐ 30🧑‍⚖️
Humor 599th 3.071⭐ 30🧑‍⚖️
Mood 1693th 2.648⭐ 29🧑‍⚖️
Given 20🗳️ 50🗨️

Feedback

zondarg
28. Apr 2021 · 00:22 UTC
Nice graphics in this tech demo. The animation blending could possibly be improved (to improve responsiveness), as often the run animation got stuck, or the direction did not change in time. But all in all a nice start, and totally impressive that you did the full mocap and modeling for a jam, even this bit feels kinda epic. :thumbsup:
tessahardin
28. Apr 2021 · 00:27 UTC
the art is super cool and I'd be excited to see what else you can do with this game. Even though you said the enemies being naked was a mistake I think it looks super cool and eerie
LoparPanda
28. Apr 2021 · 00:31 UTC
This was still pretty amusing for a tech demo! I enjoyed smacking down the guards. I did see one guard clip through a wall, but, maybe he has transcended the material plane, I won't judge. Definitely a good start!
MaggardJosh
28. Apr 2021 · 00:33 UTC
Extremely ambitious entry, would love to see this fleshed out into an actual game, it was fun to run around in the sandbox. Also "Running in place" is a feature more games should have :smiley:
Danny Sperling
28. Apr 2021 · 00:34 UTC
Definitely a really cool tech demo! I loved checking out the various mocap (in particular differentiating between the attack from crouched and attack while standing). One thing I ran into was that without the mouse getting captured, it was difficult to control the camera even while away from walls, which made it harder to explore. But good work on such a short timeline!
MetalFox Dioxymore
28. Apr 2021 · 00:40 UTC
Obviously, it is not possible to judge any gameplay or whatsoever : you told it yourself, it is more like a tech demo, so the game itself wasn't really fun or enjoyable.

But I am amazingly stunned by what you accomplished. The fact that you used motion capture and incorporated it in a game is one of the most awesome things I've ever witnessed in a Ludum Dare. I always though that such a technology required a lot of expensive tools, but seeing what you accomplished in only 3 days just blew my mind, and I truly and sincerly thank you for that.

Your game probably won't have a good score, but PLEASE, don't be discouraged by that. You have the right idea and, with enough time, you'll bake a fantastic game.
DWink
28. Apr 2021 · 01:00 UTC
Wild for such a short amount of time. I had some fun running around the world and punching naked people, and I made it to the throne! I'm happy to pretend that was a win condition.
Legolula
28. Apr 2021 · 09:16 UTC
Pretty amazing that there is a mocap game on a LD, the animations and blends are pretty good for a game made over a weekend. You definitely should keep building on this demo!
Saussol
28. Apr 2021 · 12:36 UTC
I enjoyed smacking down the guards.
LDJam user 241448
28. Apr 2021 · 12:36 UTC
Animation of the fall of naked men is cool)) Not the essence of the game, but so cool
kel
28. Apr 2021 · 16:40 UTC
Interesting controls that I did not expect, but I didn't hate it! cheers!
Spiderbat2089
28. Apr 2021 · 16:41 UTC
It was fun. For Ludum Dare this was amazing although it doesn't fit the theme
Fist Full of Shrimp
28. Apr 2021 · 16:42 UTC
Super cool tech demo! I would love to do some motion capture one day after playing around with this. To tackle this in a jam is incredibly impressive and you should be really proud of yourself. If you decide to play with motion capture more, I'd suggest making the attack animation quicker. Keep up the great work.
Caladrius
28. Apr 2021 · 16:47 UTC
Punched a dude so hard he turned into a liquid. 10/10
Szymon OGD
28. Apr 2021 · 16:51 UTC
The character I think is running little bit rotated to the right. Nice demo thoo.
frompdx
28. Apr 2021 · 16:53 UTC
The music is SUPER loud. Cool demo. Reminds me a bit of running or punching in a dream, lol.
SequoiaDolce
28. Apr 2021 · 16:56 UTC
Wow what a cool and ambitious project! Kudos for even having the bravery to do this for the compo and thumbs up for being able to adapt so quickly and get your brother on board. I thought that this demo was really cool and a lot of fun and even from the opening of it I got a really good sense of what thi world was! I felt like the drums as the background music felt really appropriate and added to the world building itself.

After reading the description and everything I gave it a try and found the mechanics to be really cool! I personally had trouble figuring out how to aim my attack and also what I could or could not punch, but the prospect of punching the things was fun even if I didn't get to actually make contact.

Great submission! Can't wait to see this project continue to grow.
notpresident35
28. Apr 2021 · 16:57 UTC
I'm a simple man: I see ragdoll physics, I like game.

Seriously though, good job with the motion capture! There are obviously a lot of things to work out with this entry, but this game is ambitious enough that it's an impressive entry even without a lot of the core mechanics that make it a game. My one nitpick with the mechanics is the attack; it's pretty difficult to pull off. I would recommend either making the attack animation have a shorter windup, locking the closest enemy in place while you attack, or giving the attack a weapon and a much larger hitbox. Aside from that, just running around and smacking enemies was fun enough that this was a good entry on its own merits. Good stuff!
WetBurritoSupreme
28. Apr 2021 · 18:00 UTC
Impressive and ambitious, good on you for sticking with it, it was all worth it for the statue and the ragdolls!
Bea
28. Apr 2021 · 20:39 UTC
Honestly really had a fun time with this, just running around and seeing the cool stuff. Gave me one of the heartiest chuckles of the jam.
LRVStudios
30. Apr 2021 · 01:22 UTC
![Where's the queen.gif](///raw/546/53/z/41b5c.gif)

Where's the queen? haha.

Jokes aside, I really liked the idea. This game is as unique as soundtrack in it, and has a lot of potential to reach a "higher" level RPG, like "diablo" or something like that.

I look forward to an update - I think you already know, but I must mention that neither AI or mechanics are working properly. But it's really a great idea, and i enjoyed my time playing it. congratulations!
kristof
30. Apr 2021 · 15:09 UTC
Cool tech demo. As you know, not too much in terms of gameplay. Probably a bit too ambitious for a 48h compo ;) On the animations: It felt like something was off about the walking and running animation. Maybe it was the fact that the character was leaning slightly to one side? I am not sure. But still very high quality for the short amount of time.