Wednesday, December 9, 2009

The Random Space Game

A few minor things between client and server still exist; as it seems, even if Team 2 captures a point; it is captured for Team 1. Additionally, the player scores, names and other variables are not being cleared in new sessions; and names from the lobby are currently not being used. These kind of problems are easily fixed.

This semester is at it's end, and the team which worked on it will now be working on their own projects; hopefully, with much enthusiasm! I believe they will do very well.

The programmers were more involved in this project than the last; and we even had designers this time round; but as with any project, things went askew and the fathomable happened (as it was known to be a probability).

Josh and Mitchel both have good concepts, and seem quite eager to get their projects off to an early start; with concepts and teams already established I wish the best of luck to you guys.

A few things you might want to consider before getting stuck into it of course. Such as talking to your programmers about what limitations there will be, what can be done; and what you want to do. These guys know the engine and what it is capable of, and they can research what could be done to make what you want possible.

Even if things don't look great at first, you can always refine them. Commercial games go through the same thing. This is apparent in animation, scene construction and well, pretty much anything to do with the game.

Communicate well and manage your time; if something is out of reach it's most likely best to push it back and put a 'maybe' sticker on it. Programmers need to remember to document their code from day one; it is useful stuff! Really, just make sure before you do anything; roles are assigned.

Monday, December 7, 2009

Mysterious Errors

Well we thought multiplayer was still fine; it seems we thought wrong.

The client fails to connect most of the time.
  • 65% of the time it's at 42% - the unpack of the projectile.cpp
  • 10% of the time it's at 98% - unknown cause
  • The rest of the time, it miraculously works and you can play and complete it
Without the loading errors, some minor things to change so that GUI is pushed to the client; although it should be, this might be necessary to get it to appear; that or it's just disappeared; I would not be surprised.

The unpack for projectile.cpp is missing a few enhanced weapon data reads. Adding these in results in 'disagreeable' packet CRCs when projectiles are fired with enhanced weapons; but it appears to have solved the load error for Graham's blankRoom.mis which he tested it in.

We kind of need the game to work over the network.

Hopefully this will be a short-fix. :)

Wednesday, December 2, 2009

Review:

The tribulations of our project were not easily overcome. With a very ambitious goal and over scheduled tasks the project fell behind in the second semester.

Concept
We needed a better one as space flight alone is too empty. Considering we stuck to the spaceflight concept it needed a lot more detail on what the space flight component of the game would contain, the concept was mainly about the style of art and what the character part would appear like. Although starting with the character component may have ended with a game you could actually play and complete. Cutting out the character completely from the spaceflight would have probably been the better choice than what we went with this time as the multimedia team was mainly working on art and areas for the character side which we intended to leave till last.

AI
AI for flying vehicles was pushed back into the second semester. This could have used with a bit more attention, but there were difficulties getting them to move at first; so anything further was out of the question.

Animations
We did not get to the point where we could utilize the character art content within Torque; animation of so many bipeds, and to the extent of the game criteria, seems utterly impossible with the amount of time at hand. Given that this is in conjunction with space flight features, the game concept entailed of almost everything; RPG, FPS, Space Sim, and Multiplayer.

Scene & Model Handling
At the beginning of the project it was estimated that problems would occur when we had to make model and scene scales larger than Torque’s usual boundaries. Rendering issues occurred when things were scaled, such as clipping and shadow inversion. AI also has difficulty flying vehicles that are too large.
As ship handling on the programming side changed over the first 2 months, animation of ships was not stressed; it would be better if the setup of ships was given a specific schema from day one; as the uniformity is a necessity within the game.


Combat & Controls
Combat needed a fair bit more attention, at least on the space-combat side of things. It lacked any design work behind it, and felt dull. Controls being the same, they were not interactive enough to provide an enjoyable level of control over the ships.

SVN
The SVN server could have been better utilized. It was set up and put on the blog as a link but never really told to anyone other than the project managers that it was there and available for use. It could have assisted greatly in the merging of code.
Although not all used it, it did serve as the backup and mediator.


Communication
Due to the new working environment, communication did not start on good ground, and altogether the multimedia and programming teams did not feel like one working entity. An envoy for each team or just simply a combined project might be more efficient. This does of course require a level of interest or motivation (alongside communication) for good output.

Management
With over scheduled tasks we did not want any one team member being encumbered with too many things to do; additionally team members had required assignments. Load balancing was introduced in cases where this was prominent; and tasks were leveled amongst the team.

Planning
Something that was overstepped; with the time constraint of the project, haste was taken over careful deliberation and the project got out of hand. Things were improvised because of this, and there was no clear lining.
A full-bodied concept including art (and model formats), dialog, features, title, and progression would be a sure way to get ahead.



Workshop Woes

Sorry about the art presentation problems guys. It was my bad. Once again, leaving things until the last minute doesn't work.

It's also an example of one of the many mysteries of the ancient art of programming. You have something that you think works, but as soon as you show it to someone else it breaks. It's as if the code can sense the presence of another person and it gets stage fright and freezes. So again, my apologies.

A a side note - Nick, I've uploaded all of my resources and documentation to earth. It's in my folder in the documentation folder.

Tuesday, December 1, 2009

A few comments... and questions.

First of all, I think everyone did a pretty good job with their speeches, we weren’t as boring as I was expecting us to be :D

The stuff about the 3d radar was cool, would like to see that working in action.

Although as a side note, so you programmers don’t think we’re stupid or lazy, “pulling it out of our asses” wasn’t exactly a very accurate origin for the majority of our designs… :\

Anyway, the multimedia team has a few questions regarding the content of the game demo we saw, namely: Where the hell was the stuff we made?

The only thing any of us noticed that came from our classroom was the slightly modified targeting reticule.

So uhhh yeah, we’re kinda VERY interested as to why.

Anyway, again, good job to all for the speeches, lucky Tim didn’t invite anymore people ;D

Friday, November 27, 2009

Shield Update!

After a nice long day of hard work i have made good progress with the shield.





Then engine changes are sorted and I have set up a few torque functions to Apply damage to the energy of the player. However, this is slightly buggy as no matter what the evnergy level is, as soon as you shoot it it goes to zero and the shield is destroyed.








Here is a screenshot of my shield :D


I will investigate the damage problem. Probably something wrong with my shield::damage function.

Tuesday, November 24, 2009

Final Week: Programmers

Need to clean up some things before The 30th.
  • Finish References
  • Update Wiki
  • Finalize Review on the Project
  • Practice Presentation / Add all PP Slides together
  • Port all remaining modifications into one build
  • Test the final build of the engine
Other:
  • Sam's Shield Mod
  • Health/Energy/Ammo Items in the scene
  • Datablocks for Weapons, Ships, Particles etc
  • AI Fixing (AI Clients/Respawning)
  • Battlefield Finalization
We're going to use Friday to prepare the engine and test it; but it would be best to get everything done before then.

Then final build will not be anything spectacular; and my review, will not be an entirely positive one. :)

Decided to stick with the title suggested by Adam; for now we need one, and we may as well use it; regardless of it's complete irrelevancy.

Sunday, November 22, 2009

New Ship, A Few Ideas

Got bored today, started modeling a gunship. Haven't finished it, haven't started any unwrapping.
The back needs a lot of fixing up..



















Anyhow; what I wanted to mention were just some ideas that could possibly be done; even if they aren't able to come off the task list, I'd like them here for reference.
  • Maneuver Commands (Functions we can trigger from keys to perform special movements on ships)
  • "Lock On" UI visible flag on/off for the cross-hair lock on
  • Cloak (This was mentioned before) - Will showed me a link that would make individual textures possible, currently it isn't as each 'model', not object; has it's own texture.

Thursday, November 19, 2009

Workshop

I've changed the workshop to read data from the datablocks instead of the database. Each ship will need all of the variables (mass, max speed etc) assigned in it's datblock.

The default guiObjectView control that comes with Torque doesn't support mesh hiding, so I had to make a slight modification to fix this.

There are still a couple of things that I need to check before I upload it.

I'm wondering if we still need all of the selection options that the original gui had:


We could probably just restrict it to the parts that will show a visible change to the model (if that makes sense).

Wednesday, November 18, 2009

Concept /Sign

Is there any refinement we can give, or a possible name - to this random space game?

"A post-apocalyptic, resource war amongst the remaining population of a dozen, space-age civilizations."

That pretty much describes the game, but what of a name? We don't exactly need in depth history or anything for this, but a name would help; and an icon to symbolize the game (to place as the executable icon as well as being displaying on the game UI).

In the presentation, not too far away; We plan on having a demonstration (short) after everyone has done their talk. All machines in the room (104 which I hope we can use for it), will have the game build as of the 17th week (if it is functional, if not an earlier version).

This will be running with the ability to join a server - which will be hosted off the main computer used for the presentation. Currently it's planned for around 20 players in a battlefield; but this can easily be increased; perhaps to 30 or 40 (we can have a scale on the 'host game' UI).

Once logged in to the match; player will be able to select a ship using Reuban's workshop UI; which they will use inside the battlefield; the game will only begin when the server player makes the decision (this is so we can start it once all the players are logged in).

Somewhere I suppose the simple controls will be displayed so people can hopefully make a quick adaptation (it is really simple) so they can fly around, fire lasers and blow stuff up! I suppose in addition to controls, the battlefield objectives need to be displayed... perhaps as a tool tip description when the battle type is selected by the server.

For now, it's cram time; some bug fixing, mission designing, variable tweaking, datablock creating, it all needs to be done in a short time.

If artists of ships have time; and their ship does not have a secondary weapon (something kickass and powerful); you can model it; otherwise we'll attach a generic weapon in a suitable (as far as we can see) position on the ship.

If you'd like any animations you can put them on your model and they will play ambient - I don't know if we have the time to adapt more complex animations when ships are not uniform.

If the scene of the of the pirate base is layed out in max; arranged to your liking (I'm sure this wouldnt take long putting all your models on \\earth and then merging them into one scene). Then I will place them into a torque mission file; and position them as you'd like; furthermore I could also give you the option to edit it and add in details; then to fraps it (we can set up a quick pathed camera to chase around the area); you can use that to display your area with things that are real time renders; rather than max-renditions!

I'll keep this short for now, adios.

Monday, November 16, 2009

enhanced weapons : fun for the whole family

ok so i got the most part of the homing code working again, the irony is it wasn't all that difficult just took a long time to figure out, that he had left out an ENTIRE script file, and then find why it wasn't 'exec-ing' it properly (well never found it out, just whacked it on the end of something else)


so after including that file, a total number of things that are now working,

  • homing/sidewinder/terrain following (i.e. its now seeking targets)
  • aimbox thingy (including changing colours when locked on)
  • hud (interstingly it now changes colours like the box does)


anyway heres another piccy, yes the aim is off and everything but i wanted to show it working... in case you were also wondering, yes it also works with the multiple weapons/triggers thing i did before. (an 'unfortunate' side effect of using the same build/project). so yes you can fire 16 homing rockets simultaniously.

Presentation Preperation

A few notes on my todo list:
  • Mitchel's ship needs one gun mount rotated (right side shooting right, 90* to the right)
  • Josh's ship left constant emitter not working - possible miss-naming
  • Stuart's ship booster off rotation, right gun firing backward - left firing right
  • Code Basic Fighter AI - needs call out to script for possible collisions
  • UI display for KOTH type game - resource count etc (Will?)
Presentation - Week 17

I've informed all of the programmers that we need to start preperation for this, as well as the multimedia guys - but Tim already organised this. I'll list a few of the things we need to do, including what to wear (we're programmers and artists... WHY would *WE* wear formal clothing? Even the top guys of our industry wear casual clothing to some of their presentations).
  • Formal Clothing (Just a good shirt and pants)
  • Speech
  • Presentation Media (PP Slides etc)
We will get a practice presentation (most likely going to be a lot of messing around) in order, sometime next week or the week after. After talking to Alan it turns out that it is unlikely to be next week.
  • We do need to try and create a flow from one person to the next
  • Introducing yourself, and letting the previous speaker display the next slide when you are done

Monday, November 9, 2009

mount point in mount position

yeah more or less will be needed with the new wepons slots and such, just a small ish resource i have ported, that i will put up on the share.

just basically lets you pass in a value to the image you are mounting, instead of just reading it from the datablock, which lets you use the same weapon/datablock, to mount on many mountpoints...

whereas before if you wanted to mount a weapon on your left and right hands say, you would need two datablocks with different mount point values, now you can set that value when you mount the weapon in script...

about another 2 hours work there ;)

Friday, November 6, 2009

a little update :P

ok so the old code i had was working 100%... just did a little more testing... (+2hrs)

expanded the maximum number of triggers to 32, and mounted 32 wepons, all the tirggers fired all the weapons,[albiet one at a time not together, didn't test that :( ] absolutely without any problems...

so as far as limitations go on the images/mounts/triggers, we are far from limited :P...


picture of the triggers output code i wrote into default bind


Thursday, November 5, 2009

What am i doing?

I'm modifying the ship workshop so that it gets the ship info from datablocks instead of a database.

I'll also work on the game hosting setup that Nick mentioned in an earlier post.

more weapons !!

yeah so i spent about 7 or so hours working on this :
under more weapons, in the torque resources folder, on the network share... it was harder than i initally thought... because you needed to increase the mask bits and stuff to get it to work, which is harder than it sounds... anyway

simply lets you mount 32 images (ie weapons), also i increased the number of triggers to 8, you can set it to 16 at least(and i have tested)...

yeah so you can have weapons mounted and firing from slots 0-7, with the code i provided, and even firing up to 14 weapons (could be a dodgy loop loosing one) at the same time... if you really wanted, you could link up two wepons per trigger, or just put more triggers, and you could fire all ~32...

Art Task: The Pirate Area

Because we are unable to get characters done by the due date of the presentation (due to many implications). Does not mean we should no showcase the art you guys have been working on!

You canassemble all of your building and other area art inside Torque, apply effects where necessary. Additionally you can edit the terrain, add in precipitation objects such as dustclouds and make it look nice.

To do this, someone who can explain what to do in order to get everything in there, how to use the tools and such. After putting everything in the scene we can take some screen shots of the area and put them in the presentation!

If you would like to do this, and if you have time - it may only take one class to do - but design it first. Something like putting all your models into one max scene first to arrange them even; it would give you a good perspective.

Update Time

Okay so here's an update on my progress (or regress im not quite sure)
Graham and myself have been working on the enhanced weapons resource with not much hope of this working on time :/
There are a hell of a lot of bugs and crashes, even though this Deepscratch guy said he got a working port!
But at least it compiles okay :) and the sidwinders are working properly

Anyway, my next task is to work on the shields, i hear the multimedia guys have got some shield particles ready?

Wednesday, November 4, 2009

Ship Drawings/Render


Sence I never posted any of my hand drawings i scanned them and here they are.

Also my finished ship render.

Finalized Marketplace




Here are all my finished buildings for the marketplace.. ta-daa

game concepts

if any people or nick want to look at our game concepts/stories they shall be on earth by end of today wed the 4th of nov

\\Earth\ProjectTemp\Supernova\Art\Game Concepts

:D

Andrew's Finished Ship

Here is my finished ship rendered, will put it in the earth folder.

Programming Task: Host Game (TS)

Game Hosting Setup.

What we need is pretty much a 'host online game', which would allow you to select a battle area and then set the amount of people that can join - as well as a few other parameters.

Main -> Host Game -> Set Parameters -> Hosted (Waiting for Players) -> Play

Once waiting for players - all we need to do is see their names, and the parameters set for the game. I suppose you can host the game without letting people in at this point - so everyone gets stuck with a GUI and nothing spawns etc.

Without waiting for players we would just spawn in against x number of AI; so we need a way to have the number of team members before. Things like random team and such could be options for the host to set. Setting the team on the client is the way Will has set up his code.

Please use the current build as it has Will's scripting in it.

If any programmer wants to do this (or has anything to say about it) comment here.

Tuesday, November 3, 2009

Map


This is the Map I made at the start of October.

Monday, November 2, 2009

update 02/11/09

redone nodes for Adam's stinger model.
redone collision mesh for Adam's stinger model.
redone Adam's stinger model import into T3d.
added particle effect to stinger engine.
added aiflyingvehicle from http://www.garagegames.com/community/forums/viewthread/93563/ (wasnt really satisfied with the current ai code).
attempted to get lights mounting on the ships.

Its about f%#king time

Finally my alien model is finished after so much crap, after having to rebuild it after having to it rig it a million times it is finally done enjoy because its probably only a matter of time before it is corrupted again

Documentation Preperation

Tim has just informed me that you (the awesome multimedia guys) are compiling renders and other images of your work. I would really like to use all of it, once completed, in the game documentation. I may start presentation planning - considering displaying our process - such as blogging, wiki, etc. At the end of this semester we will write a review to note what needs improving.

03/11/09: Just a few images of misc models used in battlefield scene *and some scene screenshots







alternate space dock and new ship

Since Vincents pirate base plan has two space docks, ive made an alternate design to fit this. It uses all the same objects, just rearranged, and one of the pads is broken. Texturing of both designs is coming along. I also made up another ship which actually started with a sketch, and includes boosters, secondary and primary weapons, as seperate objects.

Tuesday, October 27, 2009

things so far

my character is pretty much complete its rigged and textured

the spaceship is done and ive put it on earth
\\earth\ProjectTemp\Supernova\Art\Models\vehicles\josh

and i have also done some work on aarons storage yard its pretty much done just need to name stuff and maybe mess with the texrures if there is time

the shaks have ages to go with lots of unwrpping and no nick there no planes !!!





Flight Test

This has been delayed a lot - keep in mind that space is quite empty - we don't have much in it - and many things are WIP. It won't be set up instantly - but with a little collaboration we can get it under way and done before Monday.

This test may as well have a little bit of pragmatism behind it:
  • Calibrate Controls - just alternate the speed and weight of vehicles to suit dog-fighting between players.
  • Review the Area - we need to know how to place things - what to place - and such...
  • Discuss expansion - what needs to be added - particular to the ships and their weapons (new weapons with harder hitting things that have ammunition are not hard - while things such as targeting systems and such are a more lengthy and difficult creation
Additionally - I've just fixed the turret resource - which I broke. I've uploaded an example turret called simpleTurret. You can use this for reference; and create your own turret if you'd like. I've not tested turrets mounted to ships yet.

Edit

If any programmers need a task check the comments on this post - we do need a few things done, especially in script (some of you have Tscript assignments that need completing). Be sure to note down what you alter and what file it is in, when you work on the project.

The scene I'm trying to create is the mineral-harvested moon of . It seems we are always lacking names here at... random space game! Where is our crazy gibberish speaking person?! Anyhow, it is a moon half destroyed, covered in holes and an old mining site. Because this game has a post-apocalyptic background, it's suited to the lack of resources etc - as the area is a battlefield for the control over the mining site.

Monday, October 26, 2009

update

today:
romek's inventory system into my current build.
my accounts/server instancing into my current build.
added some constant particle emitters to the flying vehicles.
Updated Capital Destroyer model to add the new nodes.

Sunday, October 25, 2009

Space Dock and Textured Ship

Here is a new unwrapped space dock. Planning actually went into this one and im happy with it. Textured ship has mounted guns as separate objects, but realisically it can't land flat lol.


Saturday, October 24, 2009

Character Progress

My character is now complete the only thing to do for him now is the animation and his gun.

Tuesday, October 20, 2009

Completed Ship & Market Progress



Here is my finalized ship and one of my textured market buildings.

Monday, October 19, 2009

Pirate Base Progress, Weapon Model 001, Character Model

Here we have some renders of partially complete models of: A gun with temp materials for colour reference later on when it comes to texture it.

My character model the giant water bug, still to be fully rigged and unwrapped/textured.

And the building I've been working on, the pirate base/office building. Currently being unwrapping the main building. The floor is a separate object due to problems with the normals not displaying nicely when joined, I hope this isn’t a problem? Also all stairs are separate. I've also made some props such as desks, a chair, planks of wood, sandbags, and hand rails. Will consider making a window to break apart if I get the time.

C&C Welcome, and encouraged.

Project Update: Documentation, Concept & Presentation

Our concept needs refining and our game needs a title. Something around the theme of what we are doing I suppose. It doesn't need a full discussion, just comment here or post if you do have an idea to update or refine.

Policies are already in place to protect the source engine of Torque 3D and Torque Game Engine Advanced, so I do not need to iterate these. You should of course respect the intellectual property of other people involved in our project, and of course third parties.

This just means we need documentation whenever something is used in reference, though a lot of what people have created is completely original. All references pertain to the name, companies, version number etc of a particular material.

Currently we're trying to get a battlefield for play and demonstration along with the concept presentation in the first week of December. For any art you create I would like to form a document to display it (in a particlualr fashion like partial textured mesh and outlines etc).

If anyone does have objections to their art being shown (o.o) just say so.

Workshop

I've been working on the ship customisation workshop. The stat bars at the bottom are guiProgressCtrls, which represent a percentage of something. I just used random data, but we will need to decide what the maximum value of each stat will be to use them properly.

The ok/cancel buttons will go at the bottom right, where that empty box is. The part selection buttons on the right are the standard buttons that come with Torque.

If anyone has any suggestions (or wants to completely re-design it) then please say so. I think the dummy 3D model ships and weapons that i made showcase my lack of artistic sense and ability.

Character and Space Dock

Here is a progress model of my character, and a redesign of my space dock. It now has different levels and is a lot more square than the previous, after finding out it would be easier to put collision meshes on a box instead of a cylinder. There are a few broken pieces in the scene also. About 1/3 through unwrapping. Teapots were a bit of fun during last wednesday :) 5 Teapots is the scale of my landing pads.





Friday, October 16, 2009

late post

what iv done:

  • started the port over to torque 3d beta 5 (wasn't used)
  • started the port over to torque 3d 1.0.
  • c++ changes so aiplayers can fly ships.

Edit:

  • random debris created from available elements during explosion instead of the normal creation all elements as 1 object.
currently working on:

  • king of the hill gametype.

Power plant

Finished the power plant apart from the bounding boxes (I'll need some help). I'll start texturing my character now


Thursday, October 15, 2009

Update Time

Okay i havent posted in a while so i probably should.

My current task is porting over the enhanced weapons resource provided by ron into T3D. Hopefully i can do a better job than deepscratch with this whole tri ray cast thing ( i may need will's genius to help me out :) )

This task is a reasonably long one as there are about 40 files to change before debugging begins! Ah well, bring it on!! If i can get this working our game will be all the more awesome :D

Tuesday, October 13, 2009

Goal Set

Just a few quick notes on what has been going on, to update:
  • Collada Importer in 1.0 requires a quick fix - garagegames has it
  • AI Flight Control is working as intended (excluding one ship) for now
  • The area is the main focus so we will be scripting (Will has offered to do the bulk of it as of today)
  • We will be testing multiplayer / flight soon
It was a known possiblity at the beginning that we wouldn't be able to get all our plans in. It's why the project was truncated. We have a limitted amount of time to produce a playable demo of the flight / battle (a portion of what we have in our concept).

Programmers have set assignments that need to be fulfilled. If you don't have any TScript changes or C++ source changes complete consult me. I'm sure there's something that needs scripting - even if it's just datablocks and startup processess.

As far as I'm aware the multimedia guys have the ship as one assignment, character as another. So remember to have both done. I'm pretty sure everyone has done a ship though.

Great weather this week, enjoy! : )

Sunday, October 11, 2009

Space Dock and Character model

Here is a model for the space dock, and a very low poly model of my character. There are small props on one of the landing pads to give a sense of how big the pad is. I've also posted a ground-based space dock, which is made up of more squares and rectangles.