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.



Guns, and a phantom ship

Over the weekend i made several weapons all of which sport my alien motif i had also worked on my capital ship earlier in the week but i couldnt open it at home to show you, but any way here are my weapons.
Pistol

Rifle

Shotgun

buildings

soo far im about half way through unwrapping my buildings
aaron has given me his work as well (storage yard) and thats still in the modeling stage

Saturday, October 10, 2009

power plant unwrap

Finally finished the unwrapping for the power plant, now the texturing

Wednesday, October 7, 2009

Market Buildings so far




Here are the building I've been working on, I have yet to unwrap and texture them

Tower










This is the tower i am making for the game level.

I have posted it here to show my progress and also to get some feedback on what needs to be added.

Monday, October 5, 2009

New Goal

After reassessing the state of the project it's clear that we need to focus on the gameplay demonstration - the space side of things - right now; and work a lot harder towards that. With the release of Torque 3D 1.0 (even though it still has several bugs). We should be able to get things in easier.

The game play discussion this morning, prompted by Tim; has lead to this new focus. It has also produced a few miscellaneous design ideas for the battle-field. Such as:
  •  Mine fields / Radiation fields
  • 3rd Party Turrets / Other
  • High Debris / Misc. Clutter Objects
  • Sudden Death Timer
  • Elimmination Games
The actual game play was not realy discussed as it is hard to gauge, when we don't have a solid product to even test; in any case its quite bare and simple at the moment; so the focus should be refining and editting that. Rather than moving on.

One flaw and simple statistic of the space-combat is the speed at which you travel. There's a slim chance you will hit anyone at realistic speeds. For game play we will have the ships quite slow, with thrusters working as an escape / travel mechanic that burns a very high amount of energy - making it very unappealing unless absolutely necessary.

Another game play issue is controls and physics calibration of the ships. This requires a LOT of tweaking, id prefer that once the game has a more stable speed / a few more things to do, we have everyone test and calibrate ships / controls - I'll update once I think this is necessary.

Last, for now. The amount of things you can actually do. You want to be able to use lots of tools, but not too many of course. We need to start coding the more simple changes (things we've avoided doing ... I suppose for the sake that they ARE easy, thus we (programmers)...avoid them.. makes sense huh). These changes (to name a few)...

Shields - This one requires a little explaining. From my view there are few ways we can go about this. Now, idealy id like a scenario where... a player hits a shield and that area lights up for x duration with some kinda 'shield decal' then fades away; having the shield as a relatively 'light' transparent bubble around the player's ship.

This would involve having every ship with a custom collision mesh object in a bubble shape around their ship, having it under a new class that collides with projectiles; and then using it's onCollision() call to drain energy for x damage from the player it is mounted to - and rendering then setting a boolean to false so the shield is no longer used, when the player has less than the required energy to sustain it - all this variable information can be set in the datablock.

This has its complicated areas on how to set up, but ultimately it is not that great a challenge. A ripple decal can be made for lasers hitting shields, im sure you'd get a nice effect off it.

Secondary Weapons - A simple change really, its just another trigger call, another trigger bind and another mount for the ship. We dont have that many weapon models, we can use placeholders it's fine. We need to call back on the original weapon ideas for this (this is all script).

Battlefield Setup - The actual scripting for the battlefield. This is a tedious piece of simple work. It's just lots of tweaking to get things working smoothly. We can leave room for where AI would be. But for now we just need a new type of game that can be created, a battle; we'll have things such as a start up time perhaps. Or we could have it so players join, do not enter the game immediately; but are first put to the queue - waiting for the server to start (this is how it is usually done).

We will probably have the team chosen before entering, in the initial GUI after connecting to a server. Once in the game, a new GUI dialog will be placed after the player is put as a orbitting camera around the first spawn sphere. This dialog would give the option to select a class/job/role for the player to carry out. Each time the player respawns (if they are able to) - they would be able to change this. Additionally spawning would be done via a 'map' with spawn points available as buttons. A five to fifteen second wait time should be put on respawning; and possibly a few seconds of immunity after respawning to avoid abuse of spawn locations.

To avoid any 'what the hell do I do?...'. The objectives should be clearly visible, the player should be able to guess whats going on. The current target GUI can be changed to only pick up 'objective points' (major things), rather than players. As we would most likely use a different targetting GUI for player enemies etc (Enhanced Weapon Resource by Ron).

Players will at this point be going somewhere, and will be able to notice coloured ship icons on their radar - identifying enemy or allied ships (It would be a cool change to make enemies always the same colour; like red). Control points and player combat are next.

Control points would have an icon identifying them at a distance - something unique of course. Upon entering the field surrounding one, the player would gain a new GUI dialog. This dialog would display who currently owns the control point, as well as how much control they had over it (100%, 75% etc). Only when a team had 100% would they gain resources.

General Debris Physics - I'm not sure on this one; I'll look it up tonight. Debris was broken in the beta, its quite a vital visual for this game. If a ship explodes... it kind of needs to actually explode. Otherwise we're left with the impression that our lasers are just flashy lights, without any real punch.

The Battle Areas - These areas need to be put together, simple art can be made to fill in the blank spaces. Simple mechanics can be used to make things that little bit more interesting as well! We have acquired a visually awesome setting (Atleast the idea of it) and hopefully it can come to light.

Battle Types - We don't have to keep to one standard. We can make a few other types of games. Relatively simple ones like 'Juggernaught' (where one player has all the power and survivability, but in turn is the enemy of all). 'King of the Hill' (one location that is dominated by a team - after a given time something happens such as points or an immediate win).

We need to focus on the simple things first; namely the player's ship combat. I'll update this post tomorrow.

Oh and nice character modelling everyone :O


Edit: 6:39 PM, 05/10/09

Has anyone seen Aaron? No post was made on the forums for absence. I havent tried using his gmail; was wondering how things were going with him.

Thursday, October 1, 2009

Torque 3d v 1.0 and a 3d radar fix

Yeah two points in this one,
1) First is easiest, the version i had of the 3d radar,
had a but where it didn't draw the lines,
its fixed easy enough, (nb i don't have it in front of
me so i am going from memory)
just copy the 'setdrawblock' or whatever its called,
into the start of the if statement that draws the lines.

i will repost this later with my updated and fixed version,
when i get back to tafe, i also added in custom colours for blips...

2) re : http://www.garagegames.com/products/download/385
and version one being released, so are we moving to the new version?
i would assume so, and saying that, can anyone say how similar/different
it is? (more to the point are we going to have to rewrite everything again?)