Batch collapsing for the win!

Man I cranked up the batch collapsing and the draw calls went from 800+ to 40…AWESOME..
I love my engine!… Batch collapsing is a method by which I group sectors together and then sort all models by shader and shadermods. If they are matches then the models are combined into a batch collapsed model thus several draw calls or batches are combined into one. This DRAMATICALLY increases frame rates as a batch has a LOT of actions to it. Good stuff!! .. I also narrowed the culling frustrum a bit also which helped… good stuff!

More later!

HALLOWEEN PRESENTS OUT… ALL SUMMONS ARE CRAWLING AROUND YOUR MAIL BOXES IF YOU ALREADY HAD AN ACCOUNT BEFORE 4:00 CST….Have fun!

Need a new tool

I created a tool that will reveal overdraw =). I used to use the Unreal one and love it. It is very simple and should not take long. A simple override that draws all polies at a certain transparnecy and they add up to white thus showing over drawn areas.

Here is a shot the whiter the area the more overdraw. The only exception is theseguys are usually culled with back face culling which I currently do not care about in this quick test…

I am FINALLY creating the first level for real and not in test runs. Everything is going really well =).

Here is the web site for mission one as I finalize it =)

http://ryanmitchellgames.wikispaces.com/Mission+1

more later =)

woke up early and got the multiple weapons system finished.

I am working on finishing the design doc for mission one before I complete the level. Here is where I am working…
http://ryanmitchellgames.wikispaces.com/Mission+1

Here is the preliminary map: (RIGHT CLICK OPEN IN NEW TAB TO READ)
https://i0.wp.com/ryanmitchellgames.wikispaces.com/file/view/Mission%20Map1.jpg/377439016/800x757/Mission%20Map1.jpg

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Now the AI can have any number of weapons that are weighted for use. IE they choose the weapon based of a weight that is stored in the ai database PER ai… So tonight I will be working on the list again and I will try to get more shots today of what I was doing this weekend on the game =)… Happy Monday as I too am currently at my day job =)

Here is the current list. I am sure there are a few things I will run across but it is definitely getting short =)
— Create level 1
— Affix camera tighter to fps view bone.
— Make reinforced walls actually stronger…
— Medics need an overcharge shield buff
— Pusbucket over charge
— Tank smoke charge for defense
— FOG OF WAR

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Tonight Weapons More Weapons!

The systems I have in the engine allow for each character to have an unlimited number of attack types. The AI decides what to use by a weighted number. Tonight I want to finish adding in weapons for all the chracters beyond their common weapon. Zangblood has a MASSIVE explosive attack along side his disease attack =).. I need to add those in then move to the rest of the list.. =)

Things are getting really close as I am sure you all can see =).. More shots and stuff later =)..

Whats left of the shrinking list =)

Gameplay:
— record random zombie groans grunts for random enemies
— record Zangbloods audio and set number of taunts / sounds…

— COMBAT
— Place in ai ability to choose a weapon based on uses probability stored in the weapon data
— chance of using that weapon
— On rest to chase select weapon based on chance.

— Zangblood needs a super charge or two…

— Create level 1

— Affix camera tighter to fps view bone.

— Make reinforced walls actually stronger…

— FOG OF WAR

LAST RUN FOR ALPHA TEST
— PLACE IN CELL TO FIGHT AND OBSERVE. LOOK TO MAKE IT LOOK GOOD FLOW WELL AND HAVE THE RIGHT RESULT.

Testing combat with Zangblood!

Going to be a tough guy!!

Zangblood shows up to find a large array of phaser turrets…

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Zangblood no likey and starts to demolish my defenses

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I throw three mini tanks at him…

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He blows one apart then starts to refocus on my huge array of phaser turrets

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And I lost =P…. Needed more traps for him to run through before he got to my husk…. REALLY MOVING NOW!…

Man I feel good about this game!

Update and his defeat!!

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BOOM

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BLOOD SPRAY

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Dead and pulsating!

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Whats left on my list!
Gameplay:
— record random zombie groans grunts for random enemies
— record Zangbloods audio and set number of taunts / sounds…

–COMBAT
—— PLACE IN CELL TO FIGHT AND OBSERVE. LOOK TO MAKE IT LOOK GOOD FLOW WELL AND HAVE THE RIGHT RESULT.
On Die Explode home.
— Should be done just needs a check maybe a good charge effect.
— PusBucket
— place in ai ability to choose a weapon based on uses probability stored in the weapon data
—–Zangblood needs a super charge or two…
— Create level 1
— Affix camera tighter to fps view bone.
— make reinforced walls actually stronger…
— FOG OF WAR
—–SOUNDS COMPLETED

Getting close yawl!

On a side note if you all are browsing other forums a mention of this blog could really help the outcome of this title =).. just a small request to spread the word if you get the chance =)….EVERY little bit helps…

Running through all characters for alpha in a final graphics pass

I am running through all the characters and checking that they look awesome, move awesomely, attack awesomely, think awesomely, and die awesomely. All with awesome effects =)…

One by one… here is a dead user mini gun =)

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I caught it right at the time of exploding =)

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Moving as fast as humanly possible in an after hours occupation while maintaining the highest quality possible =)…

More when I get it…

Wow had a HUGE spike in traffic yesterday and I am about to turn on the after burners…

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Update:
You can see the medic healing an
Injured medic weeeee!! More when I get to it time for dinner 😉

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I am really kicking in the afterburners. My nights will be fully dedicated to getting cursed realms to the alpha team asap.

It really is shaping up to be really awesome…I had fun yesterday watching a healing medic tail his buddy and supply heals as his buddy shot down pus buckets. That is until a puss bucket came in from behind and destryoed the healer =)… Good stuff coming. I will post some shots later tonight when I get back at it after work.

More later!

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Nothing like bad chili!

Click for better quality..

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The addicted ump user!

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Current for alpha level 1 end cut scene…

Man I lost yesterday and part of today due to my gut fighting some bad chili…. yuck bad news!…. Anyway I am working to finish the level one end cut scene and hoep to post it today ;)… good stuff more later…gut allowing…

Here is my new video rig to record gameplay 😉 lol not many options to easily do it on the cheap sadly

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I will look into better was to get video output in the future 😉

Things are going well..

I am just having a hard time finding work time the last few days!…I am still pushing towards alpha as best I can. The game really is turning into a full game now… I am really proud of this baby. I am trying to finish the final ending scene and in the next day or two I will have that done and be back to making level 1 the best I can for alpha…….

TGIF

more later….

Working late….

Man I got a GREAT submission for Sloth… his slot vocally has been taken. Zangblood is still open if someone wants to give it a shot at recording his lines… Slot sounds AWESOME now =)… Thanks Nathan! Your in the credits for sure!… Sloth!…

Back to work… when I get the new vocals wired into the level one end cut scene I will post a video… good stuff!…

Working toward alpha as hard as possible

Video of Zangblood using his big blast attack..

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I am using every minute I can scrounge up after hours to
Push towards an impressive alpha. The main things I am doing right now besides the list is play testing combat. I put two enemies in a ring and see how they behave. So far it is going well. I plan on including human medics, imps, tanks, user medics, pus buckets, and zangblood in the alpha level test.

More later