Adding story assets etc…

November 20, 2015

It is amazingly easy to add assets now. I am really excited about adding in the story and items, however I am far more excited to start adding in the story and cut scenes for the main story arc next!… Finally starting to get there!….

Here is a fully fleshed out item created from 3 different parts that all add to make its story and stats.



More later…

Now the plasma fury!

November 19, 2015




My asset pipeline rocks now =)

November 19, 2015

A plasma rifle put in in minutes and working! =) Sweet all the upfront prep work and designs are paying off in spades!



Ill be able to post more screens

November 19, 2015

Now that I am finally into almost all asset mode I will have a lot of screens to critique  =) like the below gun.. I still need to fill out the stats and description but it works and fires =).. I have 343 different combinations of just rifles…




Inspection window in

November 19, 2015

And there is a possible weapon you can get =)….





Getting good!

Adding an inspection window today

November 19, 2015

I want to be able to spin the items to look at them. I currently just randomly spin them and it feels clumsy. So that is the next target along with getting all the weapons done. I have 24 parts in so far and they go in really quick. I need to create swords, pistols and abilities to fill up the game =-).. This part goes much quicker then all the intricate code and engine workings =)


More later…

Made a ton of progress the last few days!…

November 18, 2015

Update: I am placing in the weapons now… a few glitches to deal with… I cannot wait until all the systems are rock solid and I can just pump content in =)… anyway tonight will be a short night of work I had a rough day job day… More tomorrow…Have a great day!

Now I am on to adding in assets FINALLY!!! All the systems are go. All the little quick hacks so I could get something else working are gone… the systems are simplified… Awesomeness!


Anyway the first set of items to finish are the weapon parts. Then I will be moving on to the armors…One HUGE difference in ME2 is the enemies all can have different weapons. ME one limited the level to an enemy type and each type had the same weapon… not in 2 =)…


Anywho exciting times!


More later!

Using the new Unity UI system

November 16, 2015


And the new pickup chest ui.



!MissionEuropa2_itemwindow.jpgHere is the reworked Item window. All items are now working off the item word database. So an item is described by a set of up to 3 words, a level, and a quality. Very awesome and moving forward!… more later.. I plan on busting my hump this week after work hours!

To save memory items in world will show as a chest.

November 12, 2015

There are so many items and the way armor works memory would be quickly eaten up… So I am going to do UI things to greatly reduce the effect. So here chests come back. They will store the word descriptions and the level only =)

always one step forward two steps back….

November 11, 2015

Unity is great but some thing should just work better. Now when I drop an item to the world I add a bounding box collider so it can land and bounce……. welp it never lines up right on my skinned meshes…. So who knows how long what should be a simple thing will take to fix… I know it is much shorter then shoe horning Unreal into a game other then a straight FPS shooter… but it is aggravating…

LOL and the good thing about unity is someone else has hit this….


November 10, 2015


Glad the character and item systems are done now… sheesh… He is constructed from items as body parts are items in Mission Europa 2 also =)…..more later

I had to revisit the character gen for a small issue that took way to long..

November 10, 2015

However now I completely understand how unity works with skinned meshes, combining them, animating them, and bind poses. That is worth the time…A few hints for others… When exporting from blender be sure your model AND armature have the right rotations. My model was rotated internally which you cannot see when bound to an armature (skeleton). The envelope was concealing it was rotate…I simply applied the transform and it was fixed. It did take a while though argh….

So now I take a piece that is saved out in bind pose. Grab its skin and bone weights. Store the names of the bones for adding to the new skeleton. Then I get the bone wieghts and look of the name of the old skeleton bone and find what index it is in the new skeleton and save it. Repeat for each piece and each skinned mesh and whaalaah. A combined skinned mesh with one batch call.. I would also say look out for skeleton names. Sometimes Blender or Unity  not sure which added a period into the name instead of the _ it was. It might have been me but I do not think so..That made the armature only animate partially… Anywho on to invetory item and equipment window clean up. Then I will start shooting stuff and collecting items =)..

Good stuff finally…more later!

Wow… so many little things can get you!

November 8, 2015

I was having alot of issues getting the weapons to stick on the right bne and be rotated correctly… everything finally worked out when I reset the bone it was attaching too to zero rot and pos. Then add item rotate it to be right and go…. That should have been easy.. but it was not working across all animations… The kicker is in the animation mask deep down in the animation only a few animations did not have the bone with the mask off. SOOOO I had written a debug line drawing tool that shows the bones forward out and up … this is how I saw it was not animating correctly as it is invisible. Then I tracked it down to the mask. Now all are happy and I am moving forward again finally!

More later!

Major progress so far

November 7, 2015

I fixed ALL the animations… Got the new weapons in hands to work!… Moved all systems to generic not humanoid…If only I had more days like this!.. Now I am going to finish up the equipment window as it needs to be updated with the new animations settings… THEN I will start playing the game again and see what needs adjusting system wise. Once I get it all going I will start adding in all the items!

More later!

Working all day today!

November 7, 2015

I worked out the animation thing. Humanoid is pretty unusable as far as what I am doing. It is more for a simple game with re-targettable bones for simple avatar based games. I have extra bones and a complex character creation system. Also humanoid seems to delete a lot of animation in the bones along with screwing up the non humanoid bones…THUS.. I will go with generic. The other issue I worked out is the characters had different front facing export buttons. Thus theskil would get all sorts of messed up on certain avatars… So far I have one left to fix out of 20 or so.. Then I have to test the character creation system again… I will update as I go =)… Next will be the weapons in the hands in generic animations. .. =)

We have a musician aboard!xx

November 6, 2015

Drew has come aboard to create some great custom music for Mission Europa 2 =)… It will be awesome to have his great work in the world creating unique and awesome backdrops to the game!

Here you can sample some of his work..

And here is some of his first work on ME2 tracks

Yesterday I nailed down how animations will have to work. My systems are so different with my item system it has taken quite a while to get around Unities bugs. One such bug is the import process sometimes does not detect a change in an animation and then I have to go back and kill the animation reload it then reattach it to animation controllers. Pain staking….

And even though I have the exact same skeleton in two different files it blows up if I separate them and load them individually. I want it separate as loading a whole file of animations on each change takes forever……So I will try again today to separate a few and test but I am betting I will have to stick with the combo file.

More later it is early =)


Update: Got the animation items figured out… I just do not share a avatar I have each use their own. Confuising yes but a lot of Unity is trial and error =)… Here we go!


Update: Very aggrivating … I have a bone for the weapons in the hand… once I animate the skeleton the bones are not in the right spot!… argh… anyway that is where I have been stuck … more when I figure it out I will share here.

Had a business trip….

November 5, 2015

Took two days of time but it was nice to visit Columbus Georgia and all the nice people there. Anyway back at it today and I will post later on my progress…. With a suggestion from Kenan below I will also be adding third person =).. (a very easy thing to do since the firing mechanism already just uses the camera to shoot the rays for firing guns =)…. and it would be fun to see you character… =)

More later!

Character Gen fixed and more addaptive now.. ;)…

November 2, 2015

On to getting the weapons on the bones now.. I knew I needed to do this but I kept dreading diving into the character gen. However now I am glad I did. as it is fixed!…. More later!

knee deep in the character gen as it had a blow out when I added bones for weapons

November 2, 2015

knee deep in the character gen as it had a blow out when I added bones for weapons…and it quit rendering the mesh.. I REALLY wish they would have an error mode to tell me what is wrong.

Good news

October 30, 2015

I found all the issues with the character generator. I had an issue with a VERY simple thing. Once I was copying the skeleton into the new character library I create at the beginning of the level Unity was automatically adding (clone) to the name of the bone and that means the animator does not recognize the skeleton and thus no animtion. Very simple error that cost quite a bit of time argh!..What I love about unity is how you can really work with your assets in real time while the engine is running and not diving through break points to find what is wrong. So that and a bind pose issue and I am up and running with the character gen again. Now on to some issues I have with the equipment window, AI that needs to be adjusted with the new character gen and then to making cut scenes work. After that I need to create the rest of the tier one weapons and start playing this game =)…..

More later!


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