Database time!

I am surprised at every move inside unity. I love it. I am now creating the database side of things. I have a mod database that is all the pieces to create the items in game. The items database with persistent and delete-able items. I need to work it all together now. I need to create an item in the database then send it to the in game model creator. Not to much work but I am getting the pipeline done with just one item to be sure everything is optimal before moving to the other items. Before the other items I will need to create the skeleal mesh combiner also to create the characters. Post that the room gen. Post all that I have a game and I start pumping story and assets into the game… I am already 3 months of work in with 7 days worth of work with unity…amazing..more later!

Gun in game…

Whoop twidleeeee deee… I now have the weapon generation script done! That was easy as PIE… Now I need to integrate the item database to it so I can generate weapons in game. This puppy is really moving!!!!!

Screen Shot 2014-10-30 at 8.30.36 PM

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Mesh creation complete now time to generate the texturemap also!

Screen Shot 2014-10-30 at 7.53.15 PM

The bottom one is assembled from the pieces!

Update:

Unity is amazing… simply awesome to work with so far…

I am almost there. I just need to reshuffle game objects and set the shader up right as seen below that is wrong lol.

Screen Shot 2014-10-30 at 4.12.00 PM

Update:

WOW… I got the combination system scripted in all of a few hours… that took days in my own engine.. SO many helper bits of code in C# and unity.

Screen Shot 2014-10-30 at 3.36.09 PM

Now the texture!

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This is an asset test. I will improve it more as I go. I have to keep the polies pretty low due to the number of platforms I want to run on and the differing rendering strength. I now have to move on to figuring out how to assemble the pieces in the unity engine via C# script. I do not think that will be to difficult but who knows ! -)

Screen Shot 2014-10-30 at 12.39.06 PM

That is constructed from these parts below.

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Screen Shot 2014-10-30 at 12.51.35 PM

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Going Well. I now have to write my own CG shader that is better then unity

Their example is not that fast. I like to incorperate the specular into the normal map as the alpha. Thus we have a diffuse with a possible transparency and a normal map with a specular. Then if we need a glow we skip the transparency and use the diffuse alpha as the glow. Then if we need more we go full monty and a mush more expensive shader with transparency in the diffuse,specular in the alpha of the normal map, and a third texture that could contain parralax-displacement,glow, and an extra layer or two fo waht we need. Way more expensive. so lets stick with the first =) … we are on mobile devices and can sacrifice transparency all the time on weapons.

I have the art assets on the first SAW gun complete it is time to get them in game write the weapons shader and the assemble the items to the rules… really is moving fast!… I am already 3 months into where I was with ME 1 with 8 days of work… Awesome! Soon I start paying for unity and that sad I wish they had a model to where we could DEV all the way to finish and share profits.. Might be better for them thats how the big boys do it…

More later its getting late!

Working on the weapon systems.

I had a big computer problem yesterday so I did not get to much time. I think I can create a weapon in 1-3 hours after my templates are finished. Here is one about half way done and 1:45 minutes in or so. I have to create new ones since ME1 was so low res.

You can see how it works. The stock is one area of the texture. The barrel is another section on the top and the mid section is the larger base for the rifles. The texture is loaded and created when the item is created in game. The model is also combine thus it is one batch or draw call. MUCH faster. Say I have 20 enemies on screen each with 2 weapons. That would be 120 draw or batch calls… With this method it is 40. MUCH faster…

Screen Shot 2014-10-29 at 10.37.40 AM

Then displace by 0.015 and subdivide 2 levels as simple then 4 levels as catman for smoother edges.

Lastly Sculpt it! Top right you will then see a normal map. No ususally I use crazy bump with a displacement as it is a GREAT normal mapper.

Screen Shot 2014-10-29 at 11.25.22 AM

Screen Shot 2014-10-29 at 3.33.41 PM

I need to finish the wiki items before continuing

Wiki is here -).. all numbers and items changing as I go!

http://missioneuropa2.com/wiki/

More later!

Tonight I am going to investigate the tools I need for the creation of a weapon. I have a rifle ready a stock,mid section, and barrel ready. I want to combine them in game now and create a texture in game. Off to research =).. things are going very quickly I wish I went this route a LONG time ago…

Moving along!

I bought an inventory gui for 15 bucks and saved weeks worth of coding. So today I need to get down on paper the basic rules and item systems on the wiki. After that I need to make the item system create the items from the models. That should not be to difficult.

Now to start a slow grueling part I believe+

I will start now setting up the equipment code. Assembling a character at run time in an engine new to me. This may take a bit but at least I met my schedule and early! I will post as I go through this. I expect it to be difficult as in unity I do not have access to the guts of the engine only scripting. So far that has not been a hurdle as I thought it will be but we shall see now!

TGIF ALL

More as I go!

…..

More time… Holly cow even unities GUI is easy as hell…… WOW!.. I have to make a inventory system first so we can drag and drop our loot onto the character and equip it. So GUI first then equipment… so far I think it will be VERY FAST!

Going Strong

I am going to finish the first level in the first few days. This is a first pass and after that I will start the game mechanics Wiki and be sure it is finished before I move on. This is of course for the first few levels. I will then have to move to the unity with ios support for a whopping 150 a month. Cheap compared to other engines but painful for an indie =)… Still the time saved is so very worth it. I still need to figure out why my light mapping is crashing. I am sure it is a setting I am still to learn. The biggest hurdles for ME2 will be the customizable equipment, custom icons per item, and the randomized levels WITH light maps. I am reading the latter is difficult and will require coding. Coding for me will be a welcome release from coding a whole engine. So for now here is the beginnings of the elevator and drill the first two transportation devices into the new story.

Screen Shot 2014-10-22 at 11.26.09 PM

OMG I’ve gone PLAID

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Wiki up and operational!… Avatar in engine… Now the first base where we land as a space Merc to look for the riches of the alien artifacts… only to find a nasty surprise… -=)

Love being back to what I love what a mistake to go after what others might want ;P…. I guess I was burned out after M.E. or thought I was… burnout is when your love turns to a job… now I am back to my love and with the power of UNITY…

More later.

Wiki: Warning its empty now but it will be filled with spoilers. As always with the first M.E. I will gather suggestions posted in comments there as wish list items =)

Going and learning

I am getting through the learning curve of A Blender 2.7 I was stuck in 2.49 with CR and man what an upgrade. I am also getting through the learning curve of all the ins and outs of Unity and the relationship to blender…. Never used an engine that can work directly off all assets that the modeling package does with ZERO extra work so cleanly. Very amazing. I am loving it. I  should be done animating the main character you see here in a few more hours work. Then on to the avatar setup. After that I will start the first hub base and getting to walking around in there. Post base will be the hard part of working out the systems of equipment that made ME so much fun =)…

The hero in training!

As always click for a larger image

Screen Shot 2014-10-15 at 9.33.56 PM

Idling and walking in! What a breeze compared to rolling EVERYTHING yourself like the old days!

Screen Shot 2014-10-15 at 10.43.28 PM

Idle

Screen Shot 2014-10-15 at 10.45.55 PM

Now to make it a walking moving avatar! Sweet stuff! Our hero is awakning 😉

After this amazing tutorial I have a walking idling avatar!

So awesome… I need to add a walk back animation for now. I will add directional later if needed as most of the time you will be holding weapons.

Well thats it for tonight.. I went from a model to a avatar walking around a world in one evening!… Next is the test level! =)

Wow this is going to be good!

The new story is evolving as is the main character. The speed at which I can move with unity is amazing to say the very very least. You are a rough and tumble space merc that happened to be close enough to Europa to be one of the first to hear about the alien artifacts rumored to be in the destroyed research bases. You start there searching finding things thinking your set for life all the pleasure life could have. However, your destiny is far different from what you had hoped.

I’ll post the wiki soon but the full story will have to be experienced!

More later!Web_ME2_IceGraphics

Website bought and up.

Mission Europa 2

Decision Made

Mission Europa 2 is coming. Unity is to amazing not to shelf Cursed Realms for now. Not to mention my true love is FPS Action Rpgs with loot galore. I spent the entire night inside unity and the new blender and I am amazed. The amount of assets also that are free to use along with unities AMAZING asset pipeline will make development AMAZINGLY faster. I mean 1 to 100 faster. Take that speed and add top of the line grpahics powers and you have me lock, hook, and sinker.

About Mission Europa 2: (Some Spoilers but just a quick overview of the continuation of the story will be posted soon)

O my goodness is this moving along… =0….

Screen Shot 2014-10-13 at 4.14.01 PM

Ok major decision to make

I am researching shelving Cursed Realms in favor of moving to the Unity Engine and creating Mission Europa 2. I loved M.E. and loved working on it. Cursed realms is fun but my heart is yearning for the full fps story driven fast paced action rpg Mission Europa is. I would be using an engine I do not have to pour a ton of time into and is supported by an army of developers. Rolling my own EVERYTHING would not be needed finally. First though I am going to nail down what I need in a design doc. Not story line just the features I will need and asset counts. Then I will decide if I want to invest just a few months making Mission Europa 2 then return to Cursed Realms which seems to DRAG on. I underestimated the shear size of C.E.. The power of Mission Europa is the simplicity. A couple of systems that allow one guy to create it. So investigation time then possible a little dabble time with Unity and then a possible shelving of C.R. until I get Mission Europa 2 done on a next gen engine with next gen graphics.

We shall see =)

To DO:
( ) count killed units

( ) Count lost units

( ) count stolen gold

( ) count stolen factory

( ) count percentage destroyed

(x) No production during battle

( ) End battle menu

( ) When battle over nothing happens

( ) No digging by enemy faction when in battle

( ) Imp does not destroy just sits there.

( ) General destroyed tile. Add to item string.

( ) pickup not working

( ) Attack animations not timing right

( ) Cancel battle does not matter.

( ) Warp in needs to fade faster when dropping

( ) On finish now the barracks were not updated right as far as numbers

( ) When storage unit blown up get spoils. Destroy

( ) Cannot harvest in battle mode (Cannot harvest not faction tiles)

( ) imp stil trying to eat in battle mode

( ) Hide event in battle mode

( ) Cannot pickup with new menu.

( ) Upon battle time up Battle over menu.

( ) Dirt Blowing on Base

( ) SkyDome

( ) Ask are you sure you want to surrender?

( ) Show white flag for surrender in battle

( ) Hide event button on battle

( ) Remove fog of war.

( ) Leave on continue and new buttons on title menu

( ) title men u fade in faster.

( ) Battle! And test gameplay.

( ) Show XP and update on battle.

( ) level pic

( ) Move Sync User TO local time.

( ) Menu Process Time elapsed needs to be updated the the final system

( ) Check that Random spawn gold and dirt clumps in level per time gone.

( ) Be sure to thin out the levels with less rock.

BEFORE FINAL TESTING

( ) Finalize load screen.
( ) Tweak Brightness and blur
( ) splash screen
( ) loading screen
( ) Messages to the player which also need to be checked every now and then

( ) Shields

Clan chat:
( ) Global chat channel that allows 50 users per room
( ) Clan chat rooms that allow all clan members to chat. Clan max size TBD.

( )

Events:
( ) Create level one events.
( ) Events carry you to either war base or a level as stated in the load script and progress the story line. They are downloaded.
( ) Re integrate level one and level one boss
( ) Re integrate level two and level 2 boss

Final Punch List:
( ) Create Final Icons
( ) Create Final Launch Images

To Do 10_7_14

Sorry for the lack up updates the last few days I had a business trip again

To DO:
( ) No production during battle

( ) End battle menu

( ) When battle over nothing happens

( ) No digging by enemy faction when in battle

( ) Imp does not destroy just sits there.

( ) General destroyed tile. Add to item string.

(x) Upon drop immediately do something.

( ) pickup not working

( ) Attack animations not timing right

( ) Cancel battle does not matter.

( ) Warp in needs to fade faster when dropping

( ) On finish now the barracks were not updated right as far as numbers

( ) When storage unit blown up get spoils. Destroy

( ) Cannot harvest in battle mode (Cannot harvest not faction tiles)

( ) imp stil trying to eat in battle mode

( ) Hide event in battle mode

( ) Cannot pickup with new menu.

( ) Upon battle time up Battle over menu.

( ) Dirt Blowing on Base

( ) SkyDome

( ) Ask are you sure you want to surrender?

( ) Show white flag for surrender in battle

( ) Hide event button on battle

( ) Remove fog of war.

( ) Leave on continue and new buttons on title menu

( ) title men u fade in faster.

( ) Battle! And test gameplay.

( ) Show XP and update on battle.

( ) level pic

( ) Move Sync User TO local time.

( ) Menu Process Time elapsed needs to be updated the the final system

( ) Check that Random spawn gold and dirt clumps in level per time gone.

( ) Be sure to thin out the levels with less rock.

BEFORE FINAL TESTING

( ) Finalize load screen.
( ) Tweak Brightness and blur
( ) splash screen
( ) loading screen
( ) Messages to the player which also need to be checked every now and then

( ) Shields

Clan chat:
( ) Global chat channel that allows 50 users per room
( ) Clan chat rooms that allow all clan members to chat. Clan max size TBD.

( )

Events:
( ) Create level one events.
( ) Events carry you to either war base or a level as stated in the load script and progress the story line. They are downloaded.
( ) Re integrate level one and level one boss
( ) Re integrate level two and level 2 boss

Final Punch List:
( ) Create Final Icons
( ) Create Final Launch Images