Monday, February 13, 2017

Unreal Tournament - A quick CTF map - "MuzCTF"

I made this map in 2014 when I first started teaching Game Design and Production at AIE. 

We did a quick intro to Game Design, then jumped into making some UDK maps, to start working with layouts and gameplay! 

I'd never used it before, so this was fun, and we had a hoot playing against each other on the maps we were making.

We only had about 2 weeks to learn UDK and make a map, so it was mainly about blocking out something that was fun. Here's my effort!



This video is mainly filled with bots, and a few students, so it's not as exciting as some of the real games we played in class with more people, but alas this was the only video I captured of it... so I thought I'd upload it for old times sake! :)
My goal with this level was to have multiple ways between the bases, allowing players to use different vehicles and tactics to score the flag.

I wanted the bases to be fairly symmetrical, but not 100%.

And for the layout to constantly keep the teams guessing - to have enemies leaping over the chasm with the vehicle, or running across the air bridge, or springing up on the bounce pads.

Thursday, January 26, 2017

"Secrets of the Waves" - v2.0 is out now!

A week after Global Game Jam 2017 began, I've finished off version 2.0 of "Secrets of the Waves" and I'm super happy with it!

Grab a copy here for Windows or Mac and give it a play!
https://muzboz.itch.io/secretwaves


Here is a little teaser video, showing a few snippets of the game in action...





In version 2.0...
  • I've added a big storm, which was always meant to be in the original release.
  • The camera is tweaked in several ways.
  • The compass now has a marker to make it clearer which direction you are traveling.

I'm planning to come back another time and work on...
  • A new boat model that's deeper, and can therefor sit in the water better.
  • A cloth sail, and perhaps even proper simulated sailing mechanics, with the player having to catch wind in the sail to move.
  • Detailing the environment with more decorations, trees, grass, ruins, etc.
  • Add more other islands and objects of interest in the ocean.



Below you can see a video of the full journey in action, but the game is about exploration and navigation, so play it yourself before watching the video if you want to discover things for yourself!  (Recommended).  :D



- Your pal, Murray of MUZBOZ Manor


Sunday, January 22, 2017

"Secrets of the Waves" - Global Game Jam 2017

I'm really happy with my Global Game Jam effort for 2017!  

Here's a teaser video that show the first 7 minutes or so.  The full journey goes for about 20 minutes.  





I made the game entirely on my own, and I got a nice little sailing exploring game finished!

It's was a bit inspired by the music of Secret Exploration Society, a band/album I made with my friend Jim Batt... four of those tracks make up the soundtrack for this game. The album itself was very much about exploring and sailing, and I made this thinking of it as a sort of music-video for the album.  :D


The game features numerous things...

  • An ever changing sky / fog color, as the weather and time of day turns.
  • Quite a nice feeling sailing mechanic.
  • Nice camera controls that are mostly smooth and cinematic.
  • A compass that shows the direction you are facing at the top of the compass.
  • Some OK little islands and environments.


Things that didn't make it in, but that I want to get in are...

  • I aimed to get an actual storm into the game, but I didn't get time. 
  • I wanted a better cloth-sim sail, and a little person in the boat with a cloth-sim cloak.  That would look cool in accompaniment of a decent wind system in the game!
  • Better sailing physics.
  • An ocean that also grows and swells, waves become huge in the storm, then calm down again.
  • More detailed and pretty little environments.  Trees, grass, stones, more finesse.
  • Improvements to the way the sky color and fog colors work, to prevent distant lands popping in and out on the horizon clipping plane.
  • Finish off the narrative better.  Currently there's no clear ending.
  • Add sea foam around objects emerging from the ocean.
  • Add more other islands and objects of interest in the ocean.
  • And maybe being able to get out of the boat and walk around!?  :)

- Murray

Sunday, January 8, 2017

ROMACK: Dev Log 003 - Ragdolls, Doors, NavMesh Obstacles

I had fun this past weekend adding some new features to my Thiefy / Quakey prototype.



I added doors which open away from you (depending which way you approach them from).

The doors are also Navmesh Obstacles, which carve into the Navmesh when closed, thus blocking the AIs from going through.

Ultimately, I plan to make it so the AIs can open and close the doors where logical.

I'm thinking of swapping out the Quakey stuff and focussing on Thiefy stuff as I keep going on the AI.  I might use the Thief guard voices as my placeholder sounds, so I can check off the AI states as I get them into my implementation...  things like...

  • "Dum da dum..." -> Idle / Patrol between patrol points.
  • "Hey, did I see something?" -> Suspicion.
  • "You there!  You're dead meat!" -> Chase and attack.
  • "Hey, where did they go?" -> Lost sight of you.
  • "I'll find you!" -> Suspicious, searching for you (cooling down).
  • "Hmmm, gone now, I guess..." -> Given up, lost track of you.



Wednesday, January 4, 2017

ROMACK: DevLog 002 - A Quake-meets-Thief style AI system

I took these Christmas holidays to work on various fun projects.

I've been working on a Quake-meets-Thief inspired project these past few days.

Some basic AI & gameplay is taking shape!

I'm really happy to be learning new things about in C# and Unity in general. :D



I've been working on some enemies that launch grenades at the player.  They detect you by sight, taking field-of-view, line of sight, and the lightness of the player's position into account.  

I also added basic ragdolls for when they die, and they carry around torches to see with.

Here's several minutes of me just running around playing with the AI's.


Note: I'm using some sounds from Quake, but the grenade and launcher are my own models and textures.

Sunday, January 1, 2017

ROMACK: Dev Log 001 - Beginnings of a Quake-like

I started playing with some Quake-like elements in my prototype level.




I made a Grenade Launcher and Grenade in Maya and Substance Painter, and made my homage to the Quake Grenade Launcher.  What a beauty!

This demo also has the lighting of torches, spreading light around the building.  But I removed that soon to allow for "hiding in the dark!"...




Monday, December 26, 2016

Experiments at the Solar Theatre

A little something I was working on over the Christmas break of 2016.



I've been learning Substance Painter, to be able to make nice realistic PBR textures.

So I built a scene to test my new walls, floor, table, sword, crystals, etc.

I wanted to try to get nice looking lighting, so I grabbed a Light Rays script that has more fully functioning volume-lights (which can be seen even when not looking directly into the light source).

I made a day/night cycle, which is accelerated in this video.

And I made it so you can light wall-torches using the torch that you are carrying!

I also made some "Sensor Lights", which is a light that gets its brightness and color from a Render Texture, which is the view from a camera I place in the scene.  So, I set up a camera that looks straight down from above, therefore getting the overall average color and brightness of the world, and sends that info to some lights I've put inside the house, thus emulating a sort of ambient bounce lighting within the house.

Using these Render Textures could be quite handy for other purposes in the future too!

I also learned more about how to use the Realtime Global Illumination in Unity, as well as making reflective surfaces using Reflection Probes.

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Thiefy plans

I'm keen to try to make a full Thief-style level some time, with AIs in it, that can see and hear you, become suspicious, chase you, and search for you, as well as give up and return to their patrol route if you remain undetected.

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An earlier iteration of the same project can be found here...



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