Sunday, May 31, 2015

Recent Assets.

Just got some new NPCs i wanted:



I got these because it was free, cant pass up an opportunity like that:



On a side not: I somewhat fixed my grenade issue. It deals damage, turns out the damage radius was too small. However, the the gameObject and the explosion particle do not destroy them selves when the line is called.

Other note:  I will be putting out a small tutorial called The Simplest Shooter. I will just highlight the basic scripts, weapons, health, and AI.

Tuesday, May 26, 2015

Enemies, a complaint on the mundane.

I think the necessity of good enemy NPC does make a game. Certain types should be avoided in order to create an original work that does not relay on formulaic rehashing. Its not really a fun experience for the player and possibly the designers/producers/programmers/artists to reuse the same enemies. Firstly, because it prevents them{creation team} from contributing their ideas and secondly, as the player how many times do you want to keep shooting at the un-dead?

Which brings me to my point: I hate zombies. They are without a doubt the most overused, over saturated, unimaginative, lame and unnecessary enemy NPC. The other are Nazis, mutants, terrorists, and soviets. Just a cursory glance at the post apocalyptic tag under Steam reveals multitudes of zombie games. All with the same grungy cover art, all with the same lighting, weapons and cliched sound effects of the un-dead. Then of course sometimes they try and mask it by making it mutantesq, think the Flood from the Halo series, the psychically wiped drones from STALKER, the feral ghouls from the Fallout series, or calling them infected having them snarl and run. These games(not the aforementioned) are boring, they all follow the same patter, keep shooting, when you run out, start stabbing. How is that fun? I recall Left 4 Dead, i was mowing them down at one point, it really became boring, though the cast was fun, and there was some neat new types, it still didnt mask the linearity of the game.

I think much could be done to fix the current state this genre is in,  particularly creating a game that is dynamic in response to the actions you take. For example lets begin with a base, your choice, coastline, mountain, urban, forest, open plain. You can build on it by scavenging supplies from local houses. Build fences guard towers, extra housing, pill boxes. Find vehicles and save people. Upgrade vehicles for carry capacity, defense, offense. The more people you save the bigger the community. The people you save should all be in some trade, doctor, farmer, soldier. The diverse the group the better the survival, better food, medical, defense and so on. Player should be give the option of destroying the environment. Say for example burning down a forest, this would allow the enemies to be in the open giving a better view of the area. There should be zones of hostile activity. The player should be allowed to liberate the zones. Doing so gain more supplies, raw resources, and people. It would all be procedural done, in fact after the zones have been liberated the map should expand and add more areas randomly. As for winning, i dont think that should be a condition. Or it could be open ended after the main city has been taken and you help with the clean up process, rescue and cure processing. Though what im describing would make a good isometric RTS.

Side note: I did make a zombie "game" once. I use that term loosely, as it was only one level, and 3-5 NPC. Shoot/win. Maybe ill put it up here as freeware, some issues i need to fix when i ported it on a few occasions.

Monday, May 25, 2015

Tinker: Screen Shots.

As promised screen shots, i would have gotten around to it but ive been busy studying for CCENT certs. Mind you this is the debug test room where i experiment with scripts and the unity.


Thursday, May 14, 2015

Current Project: Tinker: Story/Style.

I plan on creating a technical document on this using the doom bible template for a more comprehensive understanding.

Millisecond plot: An amnesic woman wakes in a dank bunker and is advised to find Tinker(a scourge) in a possibility to recover her memories.

Back plot:  50 years after alien contact the locations they have visited are quarantined and use as areas of study due to anomalies discovered in the area. The game is set 10 years after a particular location and research facility called the Institute has come under distress, wherein all people living and working were vanished. The Institute ordered the areas be walled off and for research to continue by only allowing authorized individuals in. Their movements are restricted to the outer edges they rely on the Barmen to get them the data, artifacts, relics left behind by the visitors and the first researchers. To do this, the Barmen rely on the multitude of fortune seekers that roam across the landscape.

Style/Dynamics: We have the first person aspect, but we also add in the need to manage hunger, thirst, radiation, nerve exposure, sleep levels, loot weight, inventory management. The player is limited to only three slots for three weapons. There are hidden perks in the game such as health regeneration, dual wielding, better accuracy.

Length: There are two Acts. Act I focuses on finding certain NPCs that were affiliated with Tinker. Act II  is about breaching the Ghost Wall to raid X-86 and find Tinker.

Saturday, May 9, 2015

Current Project: Tinker


So, this is the first actual game i have started working on. Prior to this its all be a string of failures. Not making them, trying to find the methods to do so. Currently the main thing i am doing is working in a debug room to test scripts, ideas, level design and just Unity's features. There was a serious problem during the later part of last year. My laptop had a HDD failure, after fixing it the frame rate dropped, Unity lagged massively, hung and froze too much. A few months ago i built a pc. After successfully moving the main file over to Unity 5 it was amazing. The debug room was vivid, lush, colorful, there was detail and depth to the terrain and the lights were atmosphere(though they needed more work). It was a nice pick me up after seeing it run on a good machine.

Now, im searching for assets and trying to figure out where i left off. The project hierarchy is just disorganized, lots of old scripts i used as reference, its difficult to see which ones i was working on and which were test files. I hope to fix the main few scripts and polish the debug room. Ill post screen shots and go in depth more on the technical aspects and the i guess story line of the project in a later post.

Tuesday, May 5, 2015

Adventures in failure.


When i was younger, somewhere in my teens i wanted to make games. Which i can only assume was curiosity in an attempt to make the games i already have better. So modding. But the best i ever got was editing the Rules.ini file from my C&C games. There were instances where i got 3dsMax, but the interface was difficult and this was early 2000's and the internet was not as pervasive to day. So any tutorials were found on forums and often poorly written. Then i attempted to do a basic game in just text or graphics packages that come with or downloadable for various languages. That went no where, i dont know why i though that i would be able to self teach programming and then be able to use this package.  And once again, the same problems i encountered with 3dsMax occurred again with programming.

Then after this i came across a few engines, but lack of documentation tutorials made them unusable. A few years later, lots of sketches, plot lines, dialogue, idea, character development i came across Unity in university. I think this was Unity 2.0? There was some issue with the tutorial because of some issues with the download. So, i bailed. A year later, Unity was at 4.? version. I decided to go at it again. I found a well developed tutorial. I ended up finishing it half way in a night. It was easy to use and its initiative design made productivity flow. Finally, finally i can start making games. And it so convenient to have Unity, the asset store has almost every thing i need, there is a helpful question section, and a well backed user community that published their works, projects, code and the like. Currently im working on an RPS, similar to stalker in terms of weapons limitation, inventory management, a few perks that the player can learn.