Though I’d post some Lore.

ME2 will deal with coperations on top of the nasties that are crawling out from below… below is the backround of the factions.. =)

(No spell check or grammar yet just raw data to be worked on. It is in a database to be used in game.)

Procon Procon is conglomeration of former mercinaries and profesional killers. They combined their murderous tactics to develop weapons that quick to the kill. Their reputation proceeds them shortly before the bullet. Know for high end weapony and reliablity they are known solar system wide. Recently they have had issues with the United Nations not approving of their contract kiling side of their opperations. However, their weapons are still the choice of most assassins. 0
CEO:Nayr M. Yort

StarMech StarMech industries was one of the first colonies founded by Starmech on Mars. Secretly their goals were to research and discover new and rare metals for use in their arms not the safety of their colonist. Starmech created large cavernous mines on mars uncovering valuable never seen before materials. The cost was the lives of countless colonists and several rebellions. Since the last rebellion Starmech has installed monitoring devices inside all colonist that if triggered leads to liquifaction. The United Nations has turned a blind eye upon their operations as the cold hard cash speaks louder then the screams of the innocents dying in the mines. Troy M. Allen

BaseTech BaseTech is the rotting husk of what used to be IntelliTech. What is left are run down factories on multiple moons. What people don’t know is their excellence in enhancing other manufacturers weaponry and relabeling it their own. They excell at industrial espionage that sometimes leads to multiple disappearances. The United Nations rarely considers this rag-tag low level operation a threat thus they get away with quite a bit. This means you maybe working next to a BaseTech employees right now.
CEO:Etoile M. Summers

BlackholeTech BlackholeTech has garnered major attention from the United Nations. Their research into laboratory made black holes has drawn quite a bit of concern because the dangers of just one blackhole escaping and sinking to the center of the planet would mean assured planetary destruction. In the mean time research continues in the use of the event horizon along the edge of the black hole. There the scientist can create extraordinary materials unlike any other. The true properties are classified. So classified not even BaseTech spies have gotten a hold of them.
CEO:Taylor N. Johnson

Augmeyer Multi generation family owned Augmeyer is an ancient industry with its tendrils reaching system wide. Founded shortly after the turn of the second millennia this company has had time to grow to enormous proportions. They have research divisions into everything known to mankind. Their known for fast and large scale production while their quality can suffer. The United Nations has been and is rife with Augmeyers in its midst. Usually when one speaks of generations they speak in terms of centuries, however in this family they speak in terms of millennia. The true goal of Augmeyer is unkown yet there are rumors they are heavily vested into human research and immortality which is one of the most desired sciences currently.
CEO:William J. Augmeyer

GammaGear GammaGear has some of the most extreme research facilities know. These facilities skirt the choronoshpere of the sun. Dipping into the extreme power there. This extreme research does come at a cost as often their large and heavily sheilded factory stations dip a little to low into the suns atmosphere and brun widly to their death. What they achieve with this extreme energy are energy weapons of the highest grade. The United Nations does bring exception to these blazing stars as the burning factories are called because the extreme loss of scientist. Yet there is no end in the future to Gamma gear.
CEO: UNDECIDED NAME TO BE ADDED LATER TO A PLAYER

DarkStar Little is known of Dark Star or its origins. What is known is they are extremely secretive not even the United Nations has much information on this group. Not known as an official company this is a group of criminally like minded individuals not unlike work communes of the past. Reports have stated they are mainly based in interplanetary open space in large scale factories. It has been said that outcasts and criminals go there to survive and live under their own terms. Possibly this explains why the weaponry they produce is so savage and unmerciful.
CEO:Austin M. Andrew

E-Mig E-Mig is a company where they even call themselves the nerd pack. Hand picked from the best universities this crew is small, nimble, and extremely intelligent. A favorite target of BaseTech their ideas are commonly stolen and used by other large companies. Their technology can be found in almost every piece of military equipment there is. However, their line of products is know for power where it lacks durability. E-Mig is one of the few companies the United Nations holds up as a shining example of the bright future to come. CEO:Eugene S. Stockenmeir

MDW MDW or Mass Destruction Weaponry is based underground on multiple moons. Underground they are capable of conducting large scale matter based explosions and other research. MDW is the main weapon supplier to the United Nations. Thus they get the seal of approval on most anything they do. This includes some rather unsavory experimental research on humans and other research the United Nations would rather keep quiet.
CEO:Seth S. Sloan

Titan Gear TitanGear is well known for their extreme armor. Stories have been told of soldiers walking into raging firefights wearing the highest end TitanGear and laying low all the who oppose. Titan Gear spends years on each piece of armor to create items that are dearly saught after by the elite soldiers in the system. United Nations officers wear suits made by TitanGear that, while the true specifications are unkown, are rumored to be able to take an unbelievable amount of direct fire. TitanGear is another company whom United Nations hold in high reguard.
CEO:John R. Schultz

White Horizon White Horizons is the polar opposite of DarkStar. This multi space factory commune consists of citizens whom have deeply rooted christian values. This 4000 year old religion still holds strong in these people. They produce many goods that are mainly for the betterment of the system, however they have been under persecution for the better of 2000 years. This persecution has driven them to create some of the best weaponry that have both defense and offense at the same time. The United Nations despises this community as they want to be held as the only governing authority whom not even God can be over. CEO:Mason H. Lindsay

Automaton Automaton nation once was a thriving factory system. Spread amongst the solar system its factories were thriving with communities built around industry. That is until their great fall. The humans decided to start letting the AI do all the labor and then continued to let the AI make all the decisions. That is until the AI decided the humans were nothing but a parasite slowing their progress. The still frozen bodies can be seen from surveillance cameras on the stations as the AI decided to flush the community areas with the vacuum of space. The United Nations regards the Autmaton nation as an enemy yet somehow their weapons purvey the known system. Highly accurate and deadly their weapons are known for the precision of craftsmanship only an AI can produce. CEO:Supreme Hive V 1.34.2

MDW MDW or Mass Destruction Weaponry is based underground on multiple moons. Underground they are capable of conducting large scale matter based explosions and other research. MDW is the main weapon supplier to the United Nations. Thus they get the seal of approval on most anything they do. This includes some rather unsavory experimental research on humans and other research the United Nations would rather keep quiet. Seth S. Sloan
Titan Gear TitanGear is well known for their extreme armor. Stories have been told of soldiers walking into raging firefights wearing the highest end TitanGear and laying low all the who oppose. Titan Gear spends years on each piece of armor to create items that are dearly saught after by the elite soldiers in the system. United Nations officers wear suits made by TitanGear that, while the true specifications are unkown, are rumored to be able to take an unbelievable amount of direct fire. TitanGear is another company whom United Nations hold in high reguard.
CEO:John R. Schultz

LifeTech The United Nations somehow allows this organization to continue its foray into human research using criminals and other people designated for re-education for their research. Horrible stories abound about the terrifying things done to the people whom fall into their grasp. However, the results that LifeTech producew are astounding. Focusing mainly on healing and other bodily realted technology LifeTech also delves into weaponry and armor. Once a person decides to join life tech they are bound until death to stay and research there is no retirement known. Thus little is known of what truly goes on in the nucleas of this company. Robert A. Nagid
Bellatrix More is known about the star Bellatrix then this company. The United Nations will issue no comment when asked about this firm. Thus one would be inclined to steer clear of anything or anyone associated with Bellatrix. CEO:Robert A. Nagid

Bellatrix More is known about the star Bellatrix then this company. The United Nations will issue no comment when asked about this firm. Thus one would be inclined to steer clear of anything or anyone associated with Bellatrix. CEO:Uknown

Knock on wood that was too easy…

Wow thanks unity…. The realtime baking of nav meshes saved me a TON OF TIME….WOW.. simple also…I loaded my dynamic scene then tell the nav surface to bake. Load my ai units to the Ai spawn points listed. Currently just set the player as the target. And whammo they chase me down where ever I go. I have nav links stored in the rooms for jumpable to and walk through points like doors.

Awesome!.. yes that skeleton is just a place holder for testing. I got it off the asset store for free testing to remove any problems my generation systems might cause. As in all game dev always remove all possible problems with other systems. Focus on what your doing then add in the other features slowly to be sure you can isolate issues quickly and not be diving through novels of code to find issues. =)

More later…. simply wow that was easy…

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Ok finally on to AI

Just getting all the bare bones running again. So far the item system is there, character builder is there, lightmap and level building automatically is there. Now AI…. then combat and item funcionality. Moving pretty quick being I have been back for only two weeks. I am glad I waited 2018.3 is what I needed in unity without having to rewrite the wheel. No the project is super clean and working really well. Anyway back at it…

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The two rooms joined and relightmapped after generation as seen below.

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Working on AI now

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The room piepline is going great.. the features I really needed in Unity have been added finally. Storing lightmaps in prefabs by internal code in unity is one of many. I am working on baking the nav meshes and linking the AI jump points. Going well so far. Things are finally coming together. I see combat coming possibly next week (if all goes well.). So back to work!

I think I am to a point to make a first new room.

I need to move to a realistic room now not a test room. I think the power to do a flashlight thing now is awesome. No way could my old engine on those old phones pull that off. In face I had NO real time lighting as the old cpus could not handle it nor the memory footprint.. Weeeee technology advancements….SO MUCH EASIER NOW… these young whipper snapper game makers have no idea what it was like when I started fitting a game in less then 64k of ram…. thats 0.064 megs lol..now we talk gigs from 64,000 to 8,000,000,000….spoiled I tell ya!

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Lighting evolving… slowly

Decals added.. just trying to nail down the new look to the new features in unity.. Not sure how I will use the flashlight.. I think in VR it needs to be on your right hand somehow so you can point it in VR. I do not want one on each hand as it adds draw calls. We shall see…slowly getting to a look I like..

You can see below the room evolving.

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Testing new lighting setups

Want to get it all down then move to the new rooms. I am moving to tile based built levels completely. But same tiles may stretch mutliple units and should mostly be invisible. I need to do this for speed. It is just me not an army of artist to create levels =) .. I need the computer to do that for me. The main goal will to hide the tiling as best as possible so far the solid ice is doing a good job.(The ice is based on one tile rotated different ways. about 14 visible and I cannot detect the tiles so I call that a win.) I need to mix snow and ice also… thats next.

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Travel day today..

So busted out laptop when I got time to write up the database system. I am combining the mission system with the cut scene system. One solid easy to use system. The idea is a mission is a group of commands of currently two types. AN all command and a Sequential command. All commands are run at the begginging of every level loaded if they are supposed to. Sequential have to be satisfied to move to the next.. thus missions… anyway lots to do in boring no fun looking database work.. =)

Note to unity developers…

That don’t read the relese notes always lol… 2018.3 has a whole new (MUCH BETTER) prefab system that should have been there since the beggining. For more info look up nested prefabs and variants. I was going to remake the rooms anyway to update them (I only had about 10 anyway). With the new system I really need to. The nested systems and variants will save a BUC OF TIME… I need to get up and walk around lol been sitting for 3 hours… more later..

And another love not eto unity.. (Well this should be a feature really).. time 3 minutes to make a editor script where I select all the objects I want to assign a material to in the heiarchy and then I select the material in the project window and hit the button in tools I made and wammo all assigned for me.. =)..

Heres the code if anyone wants it.. simple and works nothing fancy or clean.


using UnityEditor;
using UnityEngine;
using System.Collections;

//Enjoy! ..select all the objects in the heiarchy you want to assign
//Then hold control and select a material in the project and goto Tools
//Assign material to selected then hit assign and close.
//-RyanMitchellGames.Wordpress.com -- Come visit for some of my lunacy
public class AssinMaterialToAllSelected : EditorWindow
{
public float rotationAmount = 0.33f;
public string selectedMatName = "";
public Object selectedMat = null;
Material mat = null;
public Material selecteMat = null;

[MenuItem("Tools/AssignMaterialToSelected")]
static void RandomizeWindow()
{
AssinMaterialToAllSelected window = ScriptableObject.CreateInstance(typeof(AssinMaterialToAllSelected)) as AssinMaterialToAllSelected;
window.ShowUtility();
}

void ApplyMaterials()
{
if (mat!=null)
{
foreach (Object o in Selection.objects)
{
if (o.GetType() == typeof(GameObject))
{
GameObject go = o as GameObject;
Renderer r = go.GetComponent();
if (r)
{
r.sharedMaterial = mat;
}
}
}
}
else
{
Debug.LogError("EDITOR AssinMaterialToAllSelected mat is null select a materail with the selection");
}
}

void OnGUI()
{
foreach (Object o in Selection.objects)
{
if (o.GetType() == typeof(Material))
{

selectedMatName = o.name;
selectedMat = o;
mat = o as Material;
}
}

EditorGUILayout.LabelField("Selected Material:", selectedMatName);

if (GUILayout.Button("Apply MAterials"))
ApplyMaterials();

if (GUILayout.Button("Close"))
Close();

}

void OnInspectorUpdate()
{
Repaint();
}
}

Going to build some levels today.

I am rehashing the first pass of ME2 as it has been a while and the graphics are falling behind. Not only that but I have learned QUITE a bit more about unity (Would call myself a master at this point now not to toot my own horn) and I did a few things wrong back in the day. I also want an extremely clean project which requires a clean up on how things are built. I now have a RAW folder where the imported FBXs and Blends I have are stored. I was using them directly at times which is really a no no. Now I have a Prefabs folder that all the base pieces go. All raws have a prefab in the prefab folder. Thus I alter one prefab thy all change. In the prefab folder I also have a scene for each room. There I then create the prefab for the room do all the lighting etc. The prefab room is then stored in the resources folder so it can be dynamically loaded. So if I make a change to the prefab it is updated to all rooms etc. Clean and neat. Also textures and materials are stored in one place.

More later it is going to be a long work Saturday!