#1GAM February – “Hideous” Initial Update

Six days into February and I’m proud to announce that game number two is well under way! Myself and Alex Saye have been programming and designing like madmen for the last two days… and we now have some stuff to show!

Let us present our idea:

“Hideous” is a multiplayer Unity game based around the central mechanic of players not being allowed to see one another without dying. The game is set in a Victorian/Lovecraftian maze in which the player has been transformed into a disgusting monster that causes anyone who sees him to die – unfortunately the player is also in a maze with several other horrors… so a battle to be last one alive begins!

We’ve already got the basics done – but the game is still in pre-alpha right now. We’re using the same technique as I used as part of my first #1GAM game to get the networking right (it seems to be working fine… for now). We’ve got some really sexy looking rain particles in the game right now… they hit the walls and ground and bounce really nicely – I’m sure they’re gonna look really great when the models and textures are in the game.

Once again Kirt and Amelia are working on 3D models for the game! Kirt is working on the environment (hedges/walls/floors) and Amelia is designing and then making the horrors that the players will become. It’s all coming together nicely… and we’ve got ages to polish it up and make it look awesome.

Untextured "Creeper Peeper"

"Hideous" Walls

We also have Will Bryce working on some macabre music for the main-menu of the game, I’m looking forward to hearing what he has cooked up come the end of the month. He’s been doing a lot of research into scary game music and Victorian-esque compositions… so it should be pretty awesome!

We should be getting some models imported into the game either tonight or tomorrow… so expect another video and a blog update soon! This game is hopefully going to be wonderfully terrifying!

#1GAM January Post-Mortem

So my game “The Food Chain” has been published and I like to think that its gone down pretty well. We did a few play-tests of it in the university’s computer labs and everyone seemed to really enjoy playing it. I even had my lecturers playing it (one of them said that they think it could be quite addictive) along with the students.

Playtesting

If you want to play my game with friends you’ll need to set up a LAN network – you can also get a feel for it by playing it yourself on two screens (but that’s hardly very fun…). Here is a link to the game in action: Play “The Food Chain” Here!

Some cool things I learnt:

  •  Oliver is a gaming troll and he intentionally would get bitten in order to lure the shark towards where other people were hiding their fish. (Not gonna lie… clever tactic – but a little mean.)
  • Unity networking isn’t too hard – but I’m still only able to run things on a  LAN network… which is a real shame. But i’ll definitely look into getting it working over the internet as soon as I have a spare couple of days.
  • My laptop is a trooper and can run a good few copies of the same game at once for testing.
  • SCRUM development methods go out of the window when it’s just me working on a project. Whoops.
  • Amelia and Kirt are both awesome 3D Modellers – and I really want to work with them in the future!
  • It’s surprisingly cheap to get some assets from the Unity Store… and they can be really good quality.

And lo: January turns to February and game number is about to rear its ugly head! Working alongside first-year games computing student Alex Saye, we are developing a game named:

HideousLogo

I’ll post up more information about this delightful little game as soon as we have something to show!

#1GAM Update – Blood In The Water

So the game now has a death state for the poor little fish. They have a health variable that drops drastically when the shark takes a chunk out of them, when it drops below 50% the fish begins to bleed into the water… it’s at that point the fish is pretty much screwed. Suddenly the theme from JAWS kicks in and the fish runs for its life from the pursuing shark – who is hot on its bloody trail.

Blood Trails

I’m pretty happy with both the feedback you get when attacking and being damaged now too: sounds and masks both give the player a satisfaction from chomping down on the fish. It is a great deal of fun both to play as the hunter and the prey and for completely different reasons (the thrill of the chase and the fear of being caught respectively).

I really love the way that the shark moves and how it appears through the dense underwater fog – it looks very similar to videos of real sharks I’ve seen on documentaries in the past!

Amelia has also been working hard on making a replacement for the place holder prey model – its starting to look really promising! Here is a picture she sent me earlier of the adorable little thing (ignore the untextured eyes…):

Little FishI’m looking forward to doing a LAN game of this with a good ten or twenty of the little blighters all hiding from the shark! Here’s hoping that I can get the rest of the game polished up and ready before the end of the month!

A Novel Update!

I’ve hit chapter thirty-six of my epicus novelus and things are getting hectic! I’ve not had much time to work on it with #1GAM and my dissertation getting in the way, but the odd few paragraphs here and there do eventually build up into something cool. I’ve also been working with Alex on getting the front cover of the book made – I had a look into creating a coat-of-arms for the Dulot family, I’ll post up a picture of it eventually when its drawn.

In order to tantalise your tastebuds for reading the complete thing… here is Chapter 2 of my novel:

CHAPTER 2 – BRING IT ON BORIS

Reginald and Tippy looked down at the man wandering across the lawn.

“Must be a drunkard from the village.” scoffed Reginald, taking a drink from a newly poured glass of wine.

“Should we do something about him?” asked Tippy.

“Let him alone for the moment, as long as he doesn’t vomit on the patio it’ll be fine.”

Almost instantly, the man fell over and threw up across the grass; Reginald scowled. “Bloody typical.”

The two aristocrats watched in a stunned silence as the man got back up and staggered off into the woods.

“That’s it,” Reginald yelled “I’m getting a fence built as soon as possible.”

Tippy watched as Reginald stormed out of the room, he followed behind as quickly as he could.

Reginald stormed down a luxurious staircase into the main atrium of the manor house. He walked over to an old rotary phone installed in the wall and started dialling for the local masonry company.

Tippy gingerly tiptoed down the stairs, he never liked it when Reginald was in a bad mood.

The phone clicked and whirred as numbers were dialled in frantically. Reginald’s moustache twitched in mild irritation as he waited for his call to be answered.

There was no answer – just a lifeless dial-tone.

“And people wonder why they’re unemployed” grumbled Reginald under his breath.

Tippy walked up to his friend and placed his hand on his shoulder, “Don’t worry Reginald! I’m sure things will be okay!”

Reginald let out an exasperated grunt.

As if from out of nowhere, Butler appeared and let out a petite cough to get the attention of his two masters, “Sirs, there is someone at the door for you.”

The three walked down a long passage towards the east foyer, lining the walls were several paintings of Reginald’s ancestors, each looking more pompous than the last. Tippy looked up at each one and waved with child-like glee, only to pull a face when his greeting was snubbed by the inanimate images.

A loud thud echoed through the foyer, followed by another and another. Butler raised an eyebrow and walked up to the door. Whoever was knocking didn’t seem to understand traditional etiquette.

Reginald tilted his head slightly, “Well then Butler, let them in. I’d rather not have to pay for a new door.”

Butler nodded and opened the solid oak door. What was behind it made Reginald let out a stunned gasp.

Boris McArthur was one of tax-collectors that Reginald had to deal with on a regular occasion. He was a short, corpulent man with stubby little fingers. Reginald had spent the last few years dodging and avoiding his visits with great success.

It had been Boris’s plan to force that idiot Reginald to sell off the land around his manor to a big theme-park owner. The profits he could skim from such a deal would be phenomenal. He’d spent the last four years trying to track down Reginald to get him to sell-up, but he always seemed to be away at the most convenient times.

Today, Boris’s plan was to surprise him by turning up uninvited. He had spent the morning driving his expensive Porsche from his office in London all the way to Smedlington. Of course Reginald always left the gates to the manor closed, so he had to walk up the driveway.

Whilst walking up the stupidly long path, Boris encountered a strange man stumbling out of the woods who appeared to be extraordinarily drunk and aggressive. It was this encounter that would leave Boris with an entirely new outlook on life, or rather the lack of it.

Reginald looked at Boris who was standing at the door. He was looking tired and ill, perhaps he would be able to outwit him once again.

“Boris! It’s so… good to see you!” said Reginald, grimacing.

Boris turned his head slowly to Reginald and let out a strange groaning noise.

Reginald continued to wince, beckoning a hand to Boris, “Come this way. Butler was just making tea for us, weren’t you Butler?”

Butler looked puzzled, seeing a small amount of blood on Boris’s collar. “Yes Sir.”

“Tea! Lovely!”  sang Tippy, as he skipped down the hall to the dining room.

Boris slowly shuffled into the room, the door shutting gradually behind him on its own weight. Reginald kept pace with him and twisted his moustache slightly to try and calm himself.

Boris looked blankly at Reginald, his flabby, pallid face was emotionless. He followed Reginald down the hallway slowly, his arms flopped indolently beside his rotund stomach. A small trickle of drool dripped from his agape mouth.

Playing hardball today are we Boris? Thought Reginald.

“So I believe you are here to discuss me selling some of the land on my estate?”

No answer, merely a muffled gurgle.

“Very well – we shall discuss after tea and luncheon.”

(Link To Chapter 1)

#1GAM First Game Update

So I decided to be completely insane and use the short time I have to make this months #1GAM game a mulitplayer game. This might not seem like a big thing… but I’ve never really do any networking before in my life, so its been a real uphill struggle getting it all working properly!

ScenePicture

Luckily my friend Martin pointed me in the direction of a really nice little tutorial for networking in Unity3D. So now I’ve got a decent-ish LAN multiplayer game that can have a hefty amount of players attached to it!

The idea behind my game (based on the theme from the first meet-up) is a deadly match of hide-and-seek between a rather hungry shark and some very tasty little fish. One player assumes the role of the enormous shark, their job is to hunt down and eat the other players in the underwater environment around them. The other players who assume the roles of the little fish can hide the plant-life, caves and rocks around the level.

Evil Sharky!

The game works quite well at the moment, I’ve got a great deal of things I want to tweak before I call it completed. I went to the university’s computer labs yesterday and we managed to get about five people all playing the game at once which was pretty cool. I got a really nice quote from one of the second-years who had a go:

Scariest six minutes of my life – I kept seeing you swimming past my hiding spot.

The best thing about that was I hadn’t even added in the death mechanic to the game yet! Since we play-tested it I’ve added a health variable to the little fish in the scene and when it gets too low the fish starts to leave a blood trail in the water – leaving them open for easy-hunting!

If you want to play a current build of the game… it’ll be at this link here.

(Special thanks to my friends Amelia and Kirt who are working on 3D Models for the game!)

#1GAM Lincoln Meet-Up Number 1

So today we had our first official meet-up of students who are thinking about doing #1GAM at The University Of Lincoln. We started off with a quick listen to @McFunkypants’s keynote and then proceeded to have a chat about how things were going to go down!

We each took turns writing down themes and putting them into a hat in order to give ourselves some inspiration – this then devolved into me pulling them out and reading them aloud. We settled on the idea of using one of the themes as a ‘main theme’ and then each choosing one of the others as a complimentary one. The main theme we chose was “Underwater” so I’m looking forward to some really nice looking games coming out of it!

Since we only have a little while to work on our January games (having left it a little late…) the majority of the group seemed to be thinking about making something reasonably simple to get them into the swing of things. Next month’s meeting is on the first, so we should get a really nice bunch of games made for February.

Lincoln Students Doing #1GAM?

One Game A Month Keynote by McFunkypants:

This is just a quick blog post to alert any Lincoln Computing (or non-computing as the case may be…) that tomorrow is my first meet-up session for #onegameamonth – an on-line quest to make one game each month for the whole year! If you’re interested in making games and want to take up the challenge then please do come along!

A number of students have expressed an interest in working on the “one game a month” (#1GAM) online competition, which is designed to encourage people make more games.
More detailed information about the event can be found at the website: http://www.onegameamonth.com

The complabs have been booked out for bi-weekly #1GAM meetings on Fridays from 5PM to 7PM, in order to help competitors meet, discuss and create ideas and games for #1GAM.

If you are interested in participating, why not come along to the first meeting, this Friday?
This could be a perfect time to find people to work with in a team or to discuss your ideas with like minded designers!

For more information on the meet-ups send an email to Sean Oxspring at Sean.Oxspring@hotmail.com or send a tweet to @OxyOxspring

DATES FOR MEET-UPS:

18-01-2013, 01-02-2013, 15-02-2013, 01-03-2013, 15-03-2013, 29-03-2013, 12-04-2013, 26-04-2013

Now I know you might have some assignments and things right now – but consider this as a little challenge to not only improve your coding skills but also your portfolio of games! I’m planning on doing  most of my entries in a 48 hour stint during one weekend of the month… so I think that if you tried to do that kind of thing too you wouldn’t have much trouble fitting it into a hectic student schedule!

Even if you just have a passing interest in maybe taking part… I hope to see you there!

(Oh… and OneGameAMonth is ran by @McFunkyPants – you should totally follow him on Twitter because he is pretty cool and I think he has an awesome voice.)

Games Engines Assignment – Tasty Data!

Today was my first day back at university! So it was time to start working once again on my Games Engines assignment. I’ve fixed a good couple of bugs today including an annoying little problem I had with the PhysX cloth occasionally becoming too still and therefore not updating with the rest of the scene – I tried adding a constant force to it… but it didn’t seem to work at all – then I found a really nifty little function:

gMyCloth->getNxCloth()->wakeUp();

That pretty much fixed one of the biggest problems I’ve been having without much fuss at all. Occam’s razor eat your heart out! So now the cloth ‘wakes up’ every frame and no longer stops working properly if left alone for too long. I’ve also changed the colours in the game and made the blocks explode into a shower of debris when the ball collides with them… just to make the game a little juicier.

Another important part of this assignment is the collection and analysis of user data. One of the ways I’ve decided to implement this is by getting the computer to do most of the work and record my data into several files at run-time. The first piece of data I’ve decided to record is the location of the ball in space… this allows me to see where players mostly die and where the ball travels most often. I played a single game and then made the data I collected into a graph… here are the results:

Graph

This graph could also be considered as a really dodgy version of a heat-map. I can see where the ball tends to be often by looking at the concentration of points in certain areas – this could be useful to see if players have trouble getting the ball to land on the bat in a certain place or (as the case above suggests…) where they have used a strategy to destroy blocks vertically without risk of angles interfering!

3rd Year Project Update #2

After a few hours of fiddling with sizes today I’ve finished texturing the character models for the crowd simulation. I’m using Oliver’s original textures as I want to focus on the body-shape changes and how they affect the visual variety right now. Next on my plate are the wonderfully time-consuming process of fixing all the normals… I’d lie if I said I was looking forward to that bit…

BeforeAfterCrowd

It’s not overly noticeable from the photo above as everyone is rather small, but there is most definitely an increase in the variety between the people in the original simulation and the new one! My hope is that I can run a test alongside the ones I have planned which uses extra textures… this will help me develop a conclusion as to whether the geometric variety is less important than the texture variety or not.

 

3rd Year Project Update #1

So I’ve not really blogged much about what my third year project is actually about, so I’ll do a little post now about it, and how things are developing so far.

My project’s title is “Towards Developing Character Visual Variety in a Crowd Simulation Program” and it’s pretty much that: Developing a way of generating varied characters in a crowd simulation!

Project Abstract:

When simulating crowds in virtual environments, specifically games – it is often the case that models will be re-used, lowering visual variety in the crowd. This project aims to address the problem of re-used models by developing a procedurally generation system in OpenGL to generate more varied character models. The project will then be evaluated using focus groups and a “spot the same models” activity similar to that of McDonnell et al. (2008).

So I’ve been working towards developing a method of generating characters in real-time based on manipulating a base character using several different visual variation techniques the main being:

  • Mesh Deformation based on  William Herbert Sheldon‘s Somatotype Theory.
  • Randomly generated Heights and Widths.
  • Randomly chosen Bodies and Heads.
  • Randomly generated colour differences in certain areas of character models.

I’m working on Oliver Szymanezyk’s crowd simulation program that he is developing for his post-graduate research project. He’s been working on creating a more realistic crowd simulation in which members of the crowd interact with each other in groups and not just as individual entities:

I’ve been tasked with making the characters more visually varied in the scene. If you look at the video and then at my screenshot below you can notice the differences I’ve added in so far between the old version and my current implementation. Ignoring the texturing problems on the bodies of course… I’m working on editing the texturing soon – since I’ve added in all these new vertices to the body I’ve got to change the way the body reacts to texturing.

Project Screenshot

After a great deal of painful fiddling with OpenGL vertex arrays and raging over little buggy rendering issues, I’m finally getting somewhere with this final year project! I’ve got my model (mostly) finished, and I’m happy with the results – might do a few more edits before I sign off on it, but the models are looking a great deal more varied than they originally were.

I hope to have the models completed one-hundred percent by early January so then I can hit my deadline for starting the evaluation process of my project. Then I’ll get on the typing up of my final submission… I’ve got most of my notes collated together, it’s just a matter of pulling it all into one epically sized document!