Monday, February 28, 2011
Level Design
Tuesday, February 22, 2011
Gameplay / UI Weekly Update - Custom Character Framework
I just changed this to the assets that the UDK comes with, since the inclusion of a custom mesh is easy, but it would only float around, because the rigs for the pre-defined animation sets are very specific about the mesh that they use, so when you try to add this to a custom mesh, it just doesn't work, or in some cases, crashes UDK. In order to prevent this when Craig is creating the rigs for the models, I sent him a tutorial with a guide of the different parameters that has to be considered.
The creation of the custom character included a function in the "Game" class, that would set the defined parameters for the mesh, and for all the custom meshes that we would have in the game, the corresponding function would have to be created. Doing a little bit more of research I came across the "FamilyInfo" class, which allow me to set parameters to a group of characters and even assign more specific ones, like assigning the team and team specific parameters. This would be really helpful in the gameplay programming.
Finally, this second way of doing it, will allow me to get rid of the function in the "Game" class, the only needed modification was to set our custom "FamilyClass" as a default property in the "PalyerReplicationInfo" class.
The goal for this week was to create a framework that would allow to include into the game the custom characters that we will have and it was successfully completed. This week, I'm working in a simple UI for the game.
AI
Also, even tough my patrol bots are now working, they still need improvements. They shout you without stoping their patrols. That can be good for dodging attacks but still that behaviour makes their movements easily guessable.
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Monday, February 21, 2011
Sunday, February 20, 2011
Sound log 2
A standard voice has been chosen for the main character (player), sounds like a teen but not too thick or too thin. The character sound effects will continue to have the same pitch throughout the game such as when the ant jumps, get hurt, fall form heights, gets shot by enemy ant etc.
other features tested are attenuation and ambient zone sounds.
a video will be uploaded shortly.
Tuesday, February 15, 2011
Level Design – Log III
So far the level which I have made is bigger than the first. The whole level is made, with the game play mechanism in my mind. I have created hideouts for the Non Playable Characters to spawn and have the element of surprise. I have made use of the Geometry mode available in UDK to give some sloppy surfaces. At certain part, the whole level has the ups and downs which give much more realism. As this is a termite colony, the level goes from top to bottom rather than on the same plane. Efficient usage of space is also considered while making the level. At the ending part of the present created level, rooms are deployed in between the inclined plane (staircase). With such a kind of level creation, it gives the player multiple options to move around.
As the level has to be tested, neither mesh nor texture has been added. A bug which has been found, is what I am working on.
Weekly Overview
Art
We have yet to get our first character model finished, they take a lot of work! However, we have some nice texture concepts to show off.
This first one is for a cave drawing the ants have made within their tunnels.
And now, our first look at the outside world in our final concept stage!
As you might surmise, we're going in a fantasy direction with the outside world. We've already suspended reality by having ants that shoots guns which real ants never do, as far as us humble humans know, and so decided to carry a bit of that feeling into the look of the world. Also, if you think about it, the real world might look incredibly boring from an ant's point of view. We would end up with large green grass pieces everywhere and you might not be able to discern what a given object is supposed to be. Could you identify a tire if you saw it from a very small perspective?
Gameplay and AI
Both of these areas have made good progress this week. The AI has run into a bit of a wall with a possible set of bugs in the release we're using. More research will be done to see if we will have to update our version of UDK. Over in gameplay, a lot of scripting work has been done to thoroughly understand what is possible. A lot more details about gameplay progress can be found in this week's gameplay post.
Level Design
As I mentioned before, a prototype of the next section of the first level has been created. It is much larger than the first piece, which consisted of only three rooms. This piece has many more, and is much more diverse in terms of possible directions for the player to take, hiding locations, and has multiple floors. Unfortunately, it is currently untextured making it rather hard to look at. We'll have more pictures for you next week. In running through the level, I discovered a rather amusing bug. It seems that the geometry of the level is not quite aligned with the grid, meaning the current AI cannot successfully pathfind. The ultimate result of this is that the AI continually suicides, making for a rather large pile of bodies.
Just for kicks, I added a second bot. The result was somewhat predictable.
Obviously, we'll get this fixed for next week. Oh well, just goes to show that no one gets it quite right the first time.
AI
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Gameplay / UI Weekly Update - Level Events Scripting (Kismet) and Third Person Camera
Visual Studio 2008 was setup to work with UnrealScript, using the nFringe Plug-in. A 3rd person perspective has been implemented with these tools. Classes like the UTPawn and UTPlayerController had to be modified in order to create the new perspective. Validations about the camera not going into the walls or the floor when the player dies, have been done. Also, the new class considers that the camera does not goes into the player model when trying to avoid a wall or other obstructions; if this is the case, changes to first person view, by making the character model "not visible".
Also in the GameType class (in this case extending the UTDeathmatch class for demonstrative purposes) default values for the UTPawn and UTPlayerController classes are declared.
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Tuesday, February 8, 2011
Sounds - BGM
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Level Designing log - II
AI
Then I expand my level a bit and also start to look to the crowd control which will not attack to the player or other bots but go one place to another place. My plan is to use them to create the illusion of the ants constantly going for food and bringing that food to their nest. Likewise, I need to solve their path nodes problem too.
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Monday, February 7, 2011
Concept Art
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Friday, February 4, 2011
Gameplay / UI Weekly Update - Creation of Test Level
Also there was some test done with the post processing volumes by creating a heat effect on the machine room. Here are some pictures and videos of the level running.
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Tuesday, February 1, 2011
Getting Started
Administrative
Probably the least interesting portion to talk about, but without a doubt one of the most important. Roles have been assigned to everyone, a full task schedule has been made, we settled on the December release of Unreal Development Kit, and work has begun. Roles were chosen last semester, but now it has become official as everyone begins to work on their given area. A master task list and schedule has been made which everyone can edit to add tasks that they've forgotten or the update completed ones. Unlike the simple Milestone Calendar we has before, this one covers every task a person has. This allows us to keep a good eye on both our own jobs, but also on the jobs our work is dependant on. It also gives us a quick glance at the project as a whole. Finally, we also have an online file repository set up with sub version control. This will allow us all to work on the same files simultaneously, merge changes, and track editors.
Sound
Sound is difficult to show off by its nature. We can't really show you screenshots of what's been done in this area. However, good progress has been made. Sounds have been added in, faded in, faded out, and numerous other effects have been tested. Now that our sound designer is confident in use of UDK, he is beginning to select sound effects and music to use in the game. Hopefully, we will have sound clips to share with you soon!
AI and Gameplay Programming
Most of the work here has been preparation work. There has been a lot of research going on into the guts of UDK. Despite this, a nice pair of playable rooms has been created as the team tries to learn as much as they can. Let's take a look at them!
This was without any texture added. Then, we added some of the default textures that came within UDK.
Many of the techniques used here can be used to build the outside world later. Next, we will work on adding scripted events to the map to get good with Kismet. Light sources are another area to work on.
Level Design
This area has also made great progress in this short time. We already have our first piece of the actual levels from the game up and running! That's right, the first piece of the colony has been put together by our level designer already. It is only in its first prototype look, without final art, but it already looks great!
This is one of the three rooms currently running. Here are some other shots!
This is for the underground colony portion of the game. Obviously, the outside world would be much more open and have more plant life. But for now, we begin underground as all ants do. The player's starting position is in a dark passage off the side of one of the rooms.
The player will have to head toward the light to squeeze out of there. Finally, there is a small side room off the first room which the player can get to by breaking a weak spot in the wall.
The level created so far is the threshold for the game. Once they slide down, the player gets to know the look and feel of the world. Stones, leaves, roots, and pebbles are all around the place in addition to the usual muddy and murky ant colony. Initially the player will posses only a melee weapon with which they use to destroy the fractured mesh which is at his left. That room would be a weapons/food cache. The third room is where they place themselves before the Non Player Character for the first time. Within these three rooms, the player gets the weapons,food(if needed) and learns to fire with the available weapons. When the player is done with these three rooms, they enter the bigger world which is the main colony. The texture file is created with clay mud in mind and some grass patches.
Things to work on:
1. Cubical rooms have to altered to get the feel of a colony. As brushes in UDK are all planar I have to use static meshes. Or try something clever enough with the brushes itself.
2. Fractured mesh needs to be altered, in such a way that it is destroyed in 2 or 3 hits.
3. Rooms has to be populated with more relevant elements.
Feedback about these rooms is sought from all team members.
So there you have it, our starting point. Looking forward to writing to you all later!