Monday, 27 July 2009

Compensating


This is Toni. You would never think it to look at him ... but Toni has a problem.


But Toni also has a lovely Jag to compensate for his problem.


So Toni never has to worry about his tiny winkle.

I don't have a lovely Jag. To compensate for my lack of a lovely Jag, I have an enormous level.



My enormous, lovely Jag compensating level doesn't actually have any "stuff" in it yet, it's just the outer geometry. It's designed to have two main routes, routes which overlap and cut into each other, the idea being to give a variable pathway that the player can choose how to navigate from A to B. All nicely signposted at junctions to stop the whole thing from becoming one great, frustrating maze. Because being lost and walking endlessly in circles is not fun.




Whilst this environment is clearly a "corridor crawler", I've sought to vary the length and depth of the passageways, from very tight, airduct style tunnels to vast, open roadways, criss-crossed with walkways. I'm a great believer in showing the player the places where they may go later on, but also to show places which are inaccessible and whose existence is to add to the illusion that the place is flippin' huge. Which it is.



My player model (currently) moves at 8 metres per second on the flat, if you want to get really boring, I can tell you that running through the level gave an average speed of 7.69 metres per second. If you're still awake I can also tell you that it took 420 seconds for a run through one of the two routes (they're about the same give a few of seconds). 8 minutes a second is kinda fast, a bit faster than Roger Bannister averaged. But anyhow, that's around a 2 mile or 3.2km run through. Without things trying to eat me.



Next up I think I'll be making a few props, cause it is awfully bare, especially within the larger expanses. Performance is good, the model is around 300k polys, and with (hopefully) mesh culling for portaling to come, it'll get a boost as well as keeping all of the extra polys of the props and details at bay.



And after populating the whole place with "stuff", I'll redo my player/AI models a bit, as I especially need to fix the arms and sort out some varied setArm animation threads as I've discovered that previously I'd been barking (mad) up the wrong tree on the whole, arms-to-look animations. Also I reckon I can make my models appear more detailed but perform better, which does sound like a contradiction in terms but hey ...



And then it'll be back to doing outdoor environments and ... stuff.

Also HD video of geometry. There's a big, sweeping outer, vista, whole, er ... shot of it all from afar near the end. Goes on for 7 minutes so feel free to take a nap in the middle.



In other news, July nearly over? How the hell did this happen? Why wasn't I informed? And just who is reducing the hours in a day? It can be the only explanation.

At least I've got an enormous Jag.

... I mean lovely level geometry.

Tuesday, 7 July 2009

Shits and Giggles

Somebody sent me a cute dino for a pet. Daaaaaaw, it's SWEEEEET!



Just for shits and giggles

Monday, 15 June 2009

Fluffy Bunny Slippers

A mild reorganization, not so much of what I'm doing more how I'm approaching it. Priority is now a multi-level demo, polished to how the whole thing will eventaully/allededly/hopefully look and play. This can act on a number of levels.


Normals and spec, with basemap standing in for diffuse for the time being

Gametest, make sure the damn thing actually works, get feedback, extra bughunting in case I've missed anything (though I'm usually on the ball on how a player will attempt to break the game), see how it works across multiple types of box for I have only one, and state of the art it ain't.
Act as publicity, getting something out there, showing existance, get known.
Backstory. Narrative is an important element in my plan, and I don't want it to appear tact on as an after thought (think practically any major 3A big-budget release) or as some sort of shallow excuse for action and mayhem. It needs to be integrated, but not overwhelming. You can't play narrative, but you should be able to experience it as part of a unified whole, and it should complement the gameplay. Not be 5 hours of cutscene gobbledigook (I'm looking at you Hideo).


Also, fluffy bunny slippers.

I figured it was safe to increase polycount a notch and watched Jonathon Williamson's tuts on modeling a head in Blender at CGCookie. I recommend it greatly, though after watching it, I did ignore it and work my own, slightly organic way ... which brought a few extra problems but hey ... the general process was taken.

After that, more messing trying to sort out a decent body. I'vestill a few problems with deformation in various areas (like anywhere the mesh deforms ... ) but I now understand what is wrong, and if I don't I've a pretty good idea of how to fix it. Things are looking/working better.



And still no bald spacemarines ... infact, getting further away from the cliche every bunny slipper. Surely more awesome moustaches to come. Possibly twizzled.

Game characters that are recognisable, are more often than not devoid of character. Lara was huge boobs. Master Chef of Hallo was a suit of armour barking gruff orders down the spaceship's mess hall. Gordon was mute but at least he was speccy and had a facial hair. How come his specs never fell off? And just how good was his eyesight without them. Was that why he carried that damn crowbar instead of a BFG, couldn't see anything until it was right on top of him .... [/tangent_of_doom]



I had also been thinking about reflective ambient lighting --- on the cheap. Back when I was modding I used to like to put in subtle lighting effects, to catch the edges of models from opposite angles and help create depth on screen in the shadows. This was usually a cold, bluish backlight to complement warm, yellowish sunlight, but on a night level, I could go a little artier with pinks and blues and greens. It all looked rather nifty.



So I decided to do it again. I'm not aiming for realism or 12 million shades of grey/brown, so why not ...

Which was when I noticed a forum thread on the same sort of idea, but with a fancy, technological solution. But it did mention using primary colours, which I thought was a rather good idea. So I've setup a rather basic triangluar crossfire of RYB to pose as arty reflective ambient lighting.


Triangular Crossfire of Psuedo-Reflective Ambient Colours

As a foil to my previously developed plans of large, rural and urban, open areas, I've been designing a bit of claustrophobia. Tight, industrial style tunnels and interiors. Currently they are textureless, with teh basemap I used for the normals being used as diffuse, so it all looks a bit metallic and shiny. But I'll colour coordinate them to the seperate areas for variety and artiness.



T3D beta2 seemed to have a whole lot of initial issues sorted -- which is what a beta is for. It still all looks rather promising. And after a fair bit of messing, I transported the basics of my AI system over and let them have a good run about.



Roll on beta3, and can I haz more hours in a day, plox, it's flippin' nearly monsoon season, better known as Wimbledon.