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mdgunn

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Everything posted by mdgunn

  1. Have checked in some more improvements. Door is not meant to be final but playing with idea of multi-stage door and some placeholder particle effects. 001 etc. Panels done. Locker not yet openable. Lightprobes in place and lighting adjusted (light prefab missed from last check-in so this room probably rather dark before). Simple pallete texture (used on pretty much everything I do) given some shininess so that it works better with light probes - which in general work quite well in a sci-fi environment.
  2. I did the VR video Josh mentioned. I got a lenovo explorer. They were available for 110 pounds in the UK (roughly 150 dollars) on Black Friday, though I missed that deal by minutes and had to pay 150 (with a bit of cashback on top to ease the pain). https://www.hotukdeals.com/deals/lenovo-explorer-windows-mixed-reality-vr-headset-and-wireless-motion-controllers-14999-lenovo-uk-3116076 At that sort of price I'd say it was worth it. For 350 UK pounds (if you were paying at staples in CAD 599) then I'm not so sure. The head set is fine and REALLY handy that you can tilt up the visor but I found the controller tracking to be a bit iffy at times though maybe there are ways to improve it. I think it may be better to wait and see what the Oculus Quest is like. I believe the Quest will become the standard Rift and the previous will be phased out. I think the Quest uses similar approach to Mixed Reality with an inside out system where the headset tracks the controllers and so you don't need base stations. I think it is really made by Lenovo and sounds like is using some lessons learned from Mixed Reality implementations. I'm not an expert in the area so I could have some facts wrong there. I've tried PS VR as well. I think that worked fine with Leadwerks too though to get the Move controllers working requires some effort so if you already have PSVR or know someone that does (which may be more common that other VR) then maybe borrow that just to get a feel for things though you need to by Trinus VR which is not free but I think it runs as a time limited trial. Here is the Leadwerks VR test. Rather wonky (seemed fine in the display!). For comparison the same room currently looks like this, though it is still a work in progress.
  3. I Will wire up door so it can be opened yes. I had some opening doors in place but need to hook up these new models again. I will also do a second door in the (inactive) enemy filled room. Maybe the cave will be a different level load so second door may be just level load trigger zone and not need to open. I will put labels for 001, 002, 003, 004 on the cryo tubes and above them and on associated lockers I think yes.
  4. Texturing is just about complete and some further minor improvements have been made to some models. Lighting has not really had much focus yet. It is possible that some things might have got broken as part of this. I'm not sure it's practical to keep a good hold on this when many model updates are happening.
  5. I've checked this in as level02b which is a copy of level02 with this bit on it. Later I may move the bits back into level02 when when I am nearer the finished thing.
  6. For what it's worth. We have begun some further work on Forth Project (in game projects). We found some oddities with physics where platforms were floating up that previously were stationary. It isn't code I wrote, haven't looked closely at it, and I'm focusing on some modelling at the minute so I don't have any info on what the cause is. I am sticking with 4.5 for this project. I am just reporting it to inform that there do seem to be some differences physics between 4.5 and 4.6. If I get to investigating that I'll update or if there are changes in 4.6 we can probably check against our know problem area in Forth as an extra test bed.
  7. OK. may be able to review it and and see how what it looks like in combination with what I got done. Initially though I think I will focus on following first:- Final textures on models cryo room models. Simple second room opening door between room (which currently means redoing rear wall mesh as it isn't an opening door If anyone would like me to focus on anything else I'll reconsider so just let me know.
  8. Ah sorry about breaking attached texts. I think I remember seeing those now. Not sure exactly what caused that but it could be when I did the collapse operation on the meshes in the editor. This was because otherwise the root object that of the mesh on import seems to be a sort of empty object which messes with selecting it in the object as it has no polygons itself as if it is a pivot or null object. If I further mess with objects it is possible that things will get broke again so I will try to get the objects to a final textured stage soon (hopefully by end of weekend) so we can call them done. They were only supposed to be a trial for the basic look which I considered I might redo to more archaic in nature (think more glowing blocky temple-like composition and less traditional sci-fi). I guess I will go with this first attempt. About the exit to cave. If we exit through the rear door I think that might be weird. You'd expect it to be another room or at least the engines rather than straight outside wouldn't you? I was originally going to do a roof exit with a lift pad thing to take you up and out so that I didn't need to do a second room but now I'm thinking I could probably get a second room together fairly easily based of a 180 flip of the first with assets moved round so it should not take too long. I'll look into that. I think I saw some cave like levels. Is there enough there do be useful at this stage? I know I was working on some weapon system stuff which I think I never quite got finished though it was getting there. Are the spell things you mentioned a weapon and are they hooked in to enemy damage at this time?
  9. Does anyone want to do a simple set of 'find necessary' items quests in the cryo room? Or were there other plans? Seems this would be a simple way of having some reason to use the cryo room and for the user to experience the room. If people want to go ahead with compressing a story to absolute minimum then I suggest that the purpose of the quests should be to ultimately escape the cryo-room via a roof tube/lift and that the user needs to get the ship systems under control and force this escape route to open. This is not what was in design docs but the reason for change is that if I understand correctly we want to put something more complete together so we must join up what room we have in as short a path as possible. If someone wants to do some 'quests' in the cryo room then don't worry about models you might want or mechanisms you might want (e.g. lift descending from ceiling). I can handle models and mechanisms if someone wants to concentrate on the mechanism or finding item x picking up, moving to location y etc. Then you can just tell me what objects /mechanics you want. Don't want to take this opportunity from someone else as I'm not sure what I missed when I was away and some work was ongoing. If people want to focus on something else than I can probably pick this bit up and do the story, mechanisms and models myself.
  10. I've updated the physics on the cryo level objects though I intend to go back in and apply some basic textures using the shared pallette.
  11. I will continue to look at the existing levels and try a few things out adding small extras to try to lift the levels a bit without modifying the way they work. I think I may even just add the modified levels as new copies so others can confirm they want a certain version. I think sometimes you need to have a wander around it rather than just see a screenshot or video.
  12. Allows us to put a few items in as part of a simple task in the cryo room if we want to use it. Added to repo in Addons/Object_Movement . Somewhat strange name but that's where it is currently. Added to level 02 also.
  13. Playing with the idea of having some tumbling objects from the cryo chamber as a super simple to add some visual detail to the level (the idea being it they are memories of aspects of the ship in the dream). Also I thought that level 1 had some slow down but this is only in debug mode and I think in normal play it may be OK (though I've only tested so far on a fairly fast card). Testing the cube in the teleport level with grayscale off.
  14. OK. I guess we need to stick with 4.5 and avoid letting 4.6 modify any files. If I move to 4.6 I will check Forth against it but so far have been avoiding it. Thanks for the update on some present issues to look out for.
  15. I don't think I have seen this in action. Not sure what to load to see that if it is linked in.
  16. Autosave based on time can be dangerous. Could be easy to get into situation where auto-save saves just before death and you get caught in unescapable death cycle. Not sure the amount of time it might take to get a nice model highlight would be time well spent if you are interested in release very soon. For me I think this would fall more in the category of 'nice to have' but not something that would stop release. For our limited environments I think the current hand is acceptable and would personally probably choose to spend the saved time elsewhere. Having said that a simple highlight is probably possible by tweaking a channel on the material of an object and make it more white or red etc.. Doing some sort of actual outline probably requires a shader and it might be that this requires all assets to be resaved to the new non-standard shader. Would need investigation as I don't have a go to solution for that and this investigation would probably require time to do, then possible resaving of assets. This is why I think it might not be worth time spent when functionally we have a basic but working solution. I will have a think about it though. Maybe something quick will come to mind.
  17. Some of the levels have checkpoints in already. Wouldn't they just save a little more data out and on level load it puts you to checkpoint. If that's what you mean?
  18. ok I think I see. I think I have not fully comprehended all that is going on in this room. I think to get to higher complexity you really are best with the user taking very small steps to understand by DOING rather than understand by READING (I mean in general, not necessarily for this example). As far a single room versus map changes... if it's best this is a single room that changes then that fine too. Maybe things just show and hide to help manage the complexity of puzzle steps, if there are steps. If we just want something complete without having to change much beyond making the room a bir more varied then we can just leave as is the puzzle though I think I did not understand the full scope of how the room works.
  19. Added an image to image section showing what broken up block level might be like will play a bit more. As I didn't do the mechanics I'm avoiding tweaking those but the level layout I think could do with some variety while still allowing the main mechanism to not be broken up and hopefully to add some interest on the way to completing the puzzle. I will try to do what I can to move forward some of the concepts I mentioned above, not necessarily to get them complete but to show what I mean first too.
  20. The teleport level is currently very square and all on a single 100% flat square area. The attached image is still square and roughly on the same level but is experimenting with a broken up level to add the simplest form of visual variation and level change into the level as a test of something which may change to less square, on a more broadly varied level and with less blocks to produce a wholly non-square design.
  21. The text above is probably hard to follow so don't worry if you don't fully get it. If you have different ideas or things you'd prefer to add remove I'm not precious about anything said above. Also, in the above there is not really a notion of a flying island. If possible I might try to make it clear that there is a buried ship in the landscape with a distant circling camera shot as the meteor descends or something. It would be later on that the ship emerges and effectively becomes a flying island. If we went further later then we probably would be outside and moving around on the island/ship surface fighting AI but those things although partially developed still need work and due to numerous things interacting player, enemies, environment, health systems, weapons, navigation etc there is a lot that needs to be done to a good standard to be interesting and not feel a bit broken.
  22. Suggested running order for trying to use what we have to put something together which has some linked environments which overall form a coherent story segment. I had a look round the last version of the code and so joined this together based on what seemed to be the intended levels though there may be other assets which could be used and maybe I chose the wrong things. This may help us tie things together though.... I can probably break this down better into clearer text and break out tasks. It may be necessary to see who might be able to do what before I spend too much time breaking this down if others don't have too much time to tie these things together. I don't think I would release what we have without attempting to compose the bits into something which makes sense as a whole.... Here goes..... In summary I think we can assemble the assets we have into the following prequel experience/demo giving a taste of the game with the following running order: 1. Improved menu with Save/Continue function. Think even in a demo we should not make users replay levels they complete and this is a simple task to track level. 2. Intro Cinematic - re-use space cube shot and reworked meteor hitting island and ending up in cryo room via camera track. Though this seems to be non-essential mechanically for the game there is opportunity here with our cryo room and some simple camera moves to establish a simple but engaging start to the game. 3. Dream Level - Minor environmental improvements and player feedback improvements. Reduce FPS slowdown. 4. Cryo room - Improve a few of the meshes slightly to be script driven objects (e.g. opening locker or chest so we can hide items there). Finalize the meshes with physics and simple textures with colour accents. Add simple fetch quests to link game items and together and reveal vague story via dialogs. 5. VR Monolith Teleporter level - Add some environmental interest and break up square linear room into small set of 3 sub-rooms which each are more complete in their structure (less holes) to symbolise us getting the ship systems back online. Think of a cross between Atlas Cube and Q.U.B.E 2 (see google images). Use environment probes, simple reflective textures and some glow effect to get a simple effective look. 6. Exit cyro room to ship surface/island - Leave room via roof escape tube and show robot enemies emerging from ship vents and about to attack, fade to white...END If we have more time then we would explore island fight some enemies, get ship/island into the air and do other stuff! I feel fairly confident that I could get all these bits joined together into coherent experience so what I've mentioned reflects what I think I could personally do on my own if I had to. None are huge complex things to my mind but together there is still quite a bit of time to complete all. Personally I work a day job have kids and my weekends are not necessarily my own so even with the cut down list above I could see it still take 2-3 weeks to get to the stage that I would be happy to release. Here is some expansion of these items. though you may find this hard to follow. - In order to inject some colour in the simplest way suggest we pick a basic enemy friendly and neutral colour - Decide enemy signature color. Red? Enemies will tend to have this colour on them matching cube. - Decide on good signature color. Green? Ship and hero (hand/weapons) will have hint of this. - Friendly environments/items will tend to have green highlights, enemy red. - Neutral elements may have blue highlights. Display planels, environment lights, colour highlights on objects. This gives us simple way to introduce meaningful colour into levels to avoid pure monochrome. Preload/Loading screen - Enhanced Menu Background - Visually upgraded title/menu screen. Shot of metor/cube either static or spinning. - New Game/Continue - CONTINUE Menu Should have new game or continue option enabled if user has made it to a certain level (so current level neeeds to be saved to config/storage entry and read back on load) ESTABLISHING CINEMATIC/IMAGES Initially could be still images/renders of these things but I think we can probably get in engine version as we have parts already. Meteor shot we already have with additional planet backdrop/ Cut to meteor coming down near ship vent protrusion and entering through port (simple move platform script or similar). Camera follow on spline path or linear path going down duct to show cube locked positioned in receptable in the bridge/table area of our sci-fi cryo room. Locking claws close around cube (simple leadwerks rotate script). Alarms go off and flashing lights. Camera cuts across room to cryo-tubes. tube 004 extends from wall (particle effects). Camera moves towards cryo tube where head would be and fades to black while alarms continue to play and artificial voice (or screen text) announces something such as 'Emergency Protocol: Cryo Tube zero zero four, accelerated revival initiated'. DREAM LEVEL - Pretty good. Platforms that dropped were a little confusing at first but the simple level traversal mechanic was engaging enough to encourage numerous retries. SUGESSTED IMPROVEMENTS - Clearer Indication WHEN (NOT WHICH) platforms drop - Sound indication and would be better if first platform to do this was somehow more in eyeline. maybe you jump down to it so it is clearer when it drops. Perhaps timed camera shake script. Visual Goal . Think it's always good to have a clear visible goal, even if the path there is not a direct line. Maybe super-sized version of the monolith that you need to move towards. This always adds more visual detail to the level. Additional visual details - Think there maybe should be some additional background detail. Perhaps something that links back to real world like cubes spining and descending in the distance. This would also add a touch of colour to the scene. CRYO CHAMBER Simple fetch quest within Have some simple collection of a few items around the room. E.g. tablet on table initially shows low battery icon (could just be sprite in position over screen). Then when powered up needs a pincode to be found, pin code hidden in locker in locker. in game mechanic terms just set 3 boolean flags to and normal ipad operation only triggers when 3 globals (or something similar) are true. ipad gives some backstory info and spoken password to access VR headset. When we know password VR Headset on table will activate once we have got the password this will take us to Monolith teleporter puzzle. MONOLITH TELEPORTER PUZZLE Storywise the purpose of this section could be to represent the user getting the ship sub-systems back online or perhaps just the escape system which will result in the upper escape tube in the cro room to descend and allow access to the surface (which actually the upper surface of the ship grown over with nature - which would be our floating island when the ship is fully restored and airborne - though our story may not go that far). Currently The puzzle is initially a bit overwhelming but in is actually quite intriguing and suprisingly complex in it's internal structure. I think the with some better presentation and perhaps done in 4 steps where code 1 is just to operate the right teleporter (like now), step 2 is a 2 step code to ensure user gets it and step 3 is 5 step code. I think each time the code is complete the user is teleported to a more intact structured level and at the end of the 4 codes the user ends up back at the ship and exiting the VR headset. I strongly think the room needs some simple added visual structure not flat square single level arena. I am thinking an 'floating' irregularly structured arena composed of blocks, some of which are missing and some of which are mis-aligned (suggesting a malfunctioning environment) There should be some variation in height to form a simple maze-like structure, but one without walls (and you can fall off). EXIT SHIP After VR section escape tube will descend in cro room. Player will enter. The tube will have a lift platform in it to take them the short distance (5-10 m? to the surface). After exiting the ship we see nice low poly landscape with some odd vent like structures near by. From the vents and floating alien enemies (that we have done already) emerge and possibly some floating tanks. We see our hand raise up with an embedded hand blaster weapon, we hear the weapon charge, the enemies continue to close. The screen fades to white and we hear blaster sounds and explosions and sound of electrical/mechanical sounds of descruction.
  23. Looks like I may be getting a bit more freed up to try to help pull together a release. I'm fine if you want to move on. Totally understandable. I got to do some things I'd never done which is great. I might go on to take things a bit further. I checked out the levels and I think it has the feel of something that could be something. Personally I would not release these as is but take them just a bit further. I can probably help with that. I will see if I can get some ideas together of how I might approach getting something out from where this is now. Maybe some work can be split up. Hopefully add something later today.
  24. I may be able to get back into things soon. Work has been busy and I've had some other things going on. I'll have a bit of a read though things when I get a chance.
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