Flying to GDC China in a few days. Taking a new project over there to show off. #gdcchina #gamedev

oozey mess
Cosmic Funnies

Love Begins
Aqua Utopia|海の底で記憶を紡ぐ

if i look back, i am lost

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❣ Chile in a Photography ❣
Stranger Things
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Peter Solarz
TVSTRANGERTHINGS
Xuebing Du
YOU ARE THE REASON
Three Goblin Art
Mike Driver

pixel skylines
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"I'm Dorothy Gale from Kansas"
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NASA

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@skeledurr
Flying to GDC China in a few days. Taking a new project over there to show off. #gdcchina #gamedev
A Wizard And His Companion
Circle Island - Hectic Game Jam 6
On the weekend I attended Hectic Game Jam 6. I’ve recently been jamming with my Buddy, Pal, Chum Achebit, but he is so packed with Dungeon League work that he wasn’t able to go with me this time. At first I wasn’t going to go because I had no artist to work with, but I realised that I was getting quite confident in my new 3D skills so I decided to have a crack at it solo.
The results were Circle Island, a survival puzzle game that requires the player to maintain the ecosystem to be able to survive and escape the island.
I noticed there were a lot of survival games that saw players destroying the environments and the ecosystems were never a consideration for players. I wanted to make a game that challenged this concept and shape the player’s natural thinking in this game scenario.
The scope seemed huge, and my first hurdle appeared almost instantly. How would the eco system work, and how much work will it take to implement. I approached this problem with a pen and paper, and simply wrote up my ecosystem rules and started doing the maths for each day cycle. I quickly took note that I should try to keep it simple and not have too many factors. Limiting the amount of animals was important, I didn’t have enough time to model and animate a zoo.
The ecosystem calculator works like so:
1. Remove anything the player consumed.
2. Remove anything the ecosystem consumed.
Fox > Rabbit > Berry Bush > Tree
3. Run regeneration rules for remaining elements.
4. Create the new day with the new counts.
At first the ecosystem was falling a part almost instantly or it was just too strong. I had to make sure that if the player didn’t do anything to it, it would never break. To control the numbers more I created factors that would restrict certain elements from blowing out. Plants and rocks had a set amount of spots they could appear at, if there were no more spots no more elements could spawn. As for the animals the amount of trees alive determined the total count of foxes that could be on the field, and because trees were controlled by a set amount of spots this also controlled foxes. Rabbits were controlled by the bushes available, if there was nothing to eat they would start to die off.
When I was happy with the results of the ecosystem calculator. I dived straight into the core mechanics and AI, with the plan to finish them before going to sleep. The AI development didn’t have to be to advance as their behaviours and actions weren’t going to directly effect the ecosystem, that was being done in the ecosystem calculator. So the AI just had to pretend they were doing their thing. With a simple random check to see if they would eat food or roam, and if the player got too close to foxes they would chase and attack the player. I completed this work just before 3am.
The game at this point.
- Different cubes represent trees, rocks, and berry bushes.
- blue spheres represented possible element points.
- Wired gizmo cubes were the zones that the AI could roam in.
- The spheres in the cubes were the different AI (foxes and rabbits).
- pink sphere is the player
The next morning, I decided to put my focus in completing the game flow before I touched art. For me art is a lot easier to do in the early hours of the morning when you’re brain dead, and because I had a lot of work left to do I thought It would be better to prepare myself for the all nighter.
I’m no 3D artist let alone a 2D artist so when it came to building the interface for the game, I was sitting around scratching my head trying to decide whether or not I was going to attempt to draw an interface. I ended up using 3D objects to represent the crafting items and shaped the game to provide player feedback through text from the player’s character and other events. A lazy approach but also a time saving one!
Please excuse the low res image.
It was about 3pm Saturday when I had my Alpha going. It was the full functional game excluding all the pretty stuff. The next Long haul was the art and polish. I’m glad I had an early start to the modelling because it is my weakest point, It also had the highest risk factor of blowing out time out of all my tasks.
I know I was rushing but I was making so many dumb mistakes, and I just wasn’t happy with any of the work I was producing. I didn’t have time to keep remaking models or to fine tune all of them so I kept telling myself that it would look great once it was in game. To keep a positive attitude I kept rendering shots in Blender of the scene, and oh man they made me happy! It definitely kept me on track and inspired me to keep pushing out content.
After a long haul of modelling I completed all of the static objects, player character, animals and their animations at about 3am Sunday morning. Of course this when the bug fixing starts, and because It was already so late I decided to keep wizarding on into the morning and fix everything.
One of my favourite bugs were when bushes were consumed by the player, all of the rabbits would run over and endlessly eat the invisible point where the bush use to be. Thankfully it was a reasonably quick fix.
The game was almost there at this point. I just had a bit of polish to do and I even had a chance to add some ‘nice-to-haves’, but I thought first I should get some play testing in. This is where I ran into problems based on my interface design decision. Only I knew how to play the game, no one else did. So I started trying to put as much information and tips in the game as possible without spelling out exactly what the player should do.
Here in a very subtle way I am explaining to the player that all they need is wood to create a boat.
The whole experience was nerve racking at first because I wanted to really produce something great. At the end I was very happy with my game. I totally surprised myself with how much I can complete by myself. I think that mapping out my project and designating my hours to tasks was a very helpful, as it helped me understand when I was falling behind and when I had to pick up my pace.
I learnt a lot from this Jam, especially with my design decisions and reminding myself of the player’s experience and how they will view my game. My game is still missing some good polish and user feedback which ruins the experience a bit, but I have taken note of what is retracting the gameplay and why I missed it.
I’ll be totally surprised if anyone is still reading this messy post by this point! But if you have thank you for reading. You can check out the game at the link bellow and don’t forget to watch the time lapse video of the development at the top of the post.
A huge thank you to Hectic Game Jam! Those guys really do organise a great Jam, one of the best I think! I planning on coming back, maybe working with a random team next time.
:)
CircleIsland.Skeledurr.net
Low Poly - Shaders, Colours, and Lights
I recently have been asked how I achieve the low poly look in the games I’ve been making so I thought I would write it up. It is very easy! :)
p.s I am using Unity 5.x and Blender.
So obviously I didn’t create this look, I think it’s a very common approach for two reasons. It’s super lazy, and it looks beautiful! The design focus I have for this style is, no detailed textures (doing gradients for textures is a big deal), nothing bold, soft shadows, and subtle highlights with lights. Very similar to a cartoony style.
For smaller projects I paint all of my faces then assign it’s own material with a colour. You can get away with this in small projects as draw calls do not tend to be a problem.
If I want to control my draw calls I just create a small texture with a bunch of colours I want to use and then unwrap and move the faces around accordingly.
When you have completed your model and thrown it into Unity your model’s materials will have been given the default Unity shader with the default settings.
Please take note I am using Unity 5.x
Unity’s standard shader in 5 is perfect. All you need to do is turn down the smoothness to 0. This will remove the reflectiveness from the model.
This will flatten all of your objects for that Low Poly look, but there are still a few steps to complete to achieve the style.
After you have flatten your objects, soften the shadows from the lights. This will remove strong contrasts and create a more natural gradient on objects.
I tend to have one directional light with "Strength" set to around 0.5f.
I haven’t recently used a lot of lights within games but most of the time there is no need for the shadows to have full strength. I personally think the strong shadows create too much of a contrast between colours in the scene.
Of course if you are trying to achieve a certain look, softening the shadows may not be your approach but I think this style really benefits from subtle gradients and highlights.
After shadows I pick my colours. Picking colours is the most important step because it helps soften the scene which creates that nice flat / clean style low poly tends to have. When picking your colours don't be afraid to go towards the grey scale as it helps reduce the contrast. Remember don’t pick anything bold, especially for natural objects. Keep the colours natural.
For the tree leaves in this example I picked a more dirty natural green for that earthy pine look. The ground colour I used a similar green but made sure it compliments the tree. You don't want the ground to ever over power the trees. Trees tend to act as a highlight to the environment and are closer to the camera so you want to make sure the ground is a tad darker in shade (not too strong of a contrast). You also want to make sure that your colours are from a similar palette.
I’m no artist, so unfortunately I don’t know the best technique for selecting colours that are from a similar colour palette. I tend to just use my own judgement and experiment with the colours until I find the right one. One tip I can suggest is to make sure you constantly go backwards and forwards in direction. Lighter to darker, more colour to less colour. Narrow down your selection over time until you find your colour. Another tip, to help find similar colours is to keep within the shade area of the colour picker (see the red circle).
The final step! Light colour. Light colour should be done after you have picked your colours because it acts as a highlight to your colours and the colours you have picked can help you decide on the right colour for your light. The highlights from the lights are important as it creates a vert soft natural gradient on your objects and blends their colours together. By blending the objects’ colour together it softens the contrast between them creating a smoother / clean style.
Obviously the colour and strength can vary based on your environment. For this example I went for a warm afternoon sun highlight.
Before I adjust the colour.
After.
This concludes the steps I take to achieve this style. If you have any questions or further tips please let me know! I am a rookie at this stuff as well.
:)
Wizard Herding
Check out more gifs of Wizard Herding here:
http://imgur.com/a/A9WT6#0
Wizard Herding
There is a Game Jam coming up next weekend and my partner in crime Achebit won’t be around so I've decided to have a crack doing it solo. My biggest hurdle for the jam is going to be modelling. I’m super new to modelling and I am pretty slow it at it, so I thought I would give myself a practice Jam this weekend and see how well I go.
I got the idea for Wizard Herding by combining my two favourite things, Wizards and Dinosaurs. I then sat around and thought what would be fun to do while riding a dinosaur and would require the least amount of time to develop. Strange enough I came up with the idea of making HerdAi that would flee from the Wizard, which the wizard could then round up the ai and score points for each one it rounded up. I totally understand that making HerdAi and doing all the modelling solo wasn't the brightest idea but the HerdAi is something I've been meaning to develop for Bone Crush (My passion project).
After a long Friday night I managed to complete my base mechanics, HerdAi, and fleeing. These are my results:
Obviously there were a few problems (They aren't meant to be flying haha).
Once I got my basic mechanics in I then jumped straight into modelling. I wanted to make my herdlings something interesting and I’ve been modelling so many dinosaurs lately so I thought I’d try make a human instead. Once I pumped out a naked human and some animations I got him in the game asap. The results were priceless.
My next big hurdle was to tackle a wizard riding a dinosaur. There were a few things I didn’t know what the best approach was but I thought instead of reading around and trying to research the best method I would just have a go and learn from my mistakes.
I know my animations are really sloppy but at this point I thought I shouldn't waste any more time. Even though I set the rules of my practice jam It was important that I maintained pace and just got everything into the game.
Once I made some terrain and put everything in, the game was shaping up very well. But I was quickly realising that I had so much polish work to do, and if this was the game I was making at the official jam I wouldn't have time to get everything in. At this point I decided to finish up my work and just go back to refining a few steps in Blender before next weekend.
You can check out some gifs of the project here:
http://imgur.com/a/A9WT6#0
Bone Crush - Spherical Grid and A Star pathfinding
So originally I approached my pathfinding in Bone Crush with a “simple” spherical grid and A Star approach, but I was quick to learn the realities of working with spheres.
Spheres can be very deceiving and surprisingly finding evenly distributed points on a sphere isn’t a thing. So after a lot of research I found the best way to approach creating a spherical grid was to grab the vertices of an icosphere.
I start off with just a icosahedron, mainly so I can scale up the amount of points I want on my grid. I then subdivide my faces a set amount based on how many points I want and then I push the points out based on the radius of the planet. Once you have all the points you then just ray cast down to the planet to detect what type of ground type the node is above.
Once I completed these steps I was very happy with the results but I then ran into the problem of finding my neighbour nodes on the sphere. This also brought me back to my original problem of finding evenly distributed points on the sphere. There is no simple equation like what you would find with a flat grid, and at this point I was also realising that I should have just gone with a navmesh approach because I wanted to have tunnels and overpasses on my planet. I don’t like to leave a job undone though, so I decided to quickly wrap up my spherical grid development and then move on. My quick answer to the problem was to simply grab all of my nodes and compare distances and assign neighbours based on a distance being < averageMinDistance. Of course this approach is a very slow method but because I didn’t need to create grids at runtime it wasn’t a problem at all.
After my hurdles with the grid generation the A Star was very simple. The only difference was having to calculate distances with the sphere in mind ( I posted a screenshot of the code with this post). Basically you just need to get the cartesian points and then do some simple trig ( or in this case use Unity’s api), then using the angle from the centre to then calculate it with the planet’s radius with pi.
I’m not a math genius or very good at maths, I just dedicated time to research and understand the concepts I needed to achieve an answer to my problem. IT took a while but it was very rewarding to be able create this pathfinding from the research I completed. Although it isn’t a completed game (yet) I was stoked with these results and it made me so excited to continue work on this project.
You can download the code from the link below. Please keep in mind that it hasn’t been optimised or prepared for release.
Download folder
More Bone Crush posts to come.
Arrow to the knee? My iddqd troll basically has a forest growing out of his knees.
A tiny glimpse of a side project I’ve been working on. It’s still in early prototype stages but the gameplay is shining through. Looking forward to getting this in full momentum!
Lamia, a game I made at Hectic Game Jam 5.
I competed in Hectic Game Jam 5 not to long ago. I made a game with Achebit inspired by 90s fps games. Watch the video of us smashing out the game in super speed!
There is another Hectic Game Jam coming up in a few weeks. Achebit won’t be around for the next one so I plan to have a crack at it solo.
Bone Crush - 1 - The project and spherical pathfinding.
I have a huge passion for developing AI. There is something really fascinating with watching AI you have built wonder around and interact with their environment.
After having some downtime from some projects I thought I’d keep my development momentum and start a passion project. My project, code name BoneCrush, is the result.
The goal for Bone Crush is to create an application that sits on a server that I can connect via a client application on a website. Bone Crush will be a planet where users can watch creatures live and learn on the planet. Currently the user interaction is undecided but the current main design focus is to simply have different creatures roam, look for food, and survive the planet. In the future I’m thinking of allowing users’ to adopt creatures which they can follow the journey of throughout their life time on the planet. Similar concept to Tamagotchis / Digimon. My focus for the development is to tackle new ideas and methods I haven’t done before. As the project is a passion project I have no due date or deadlines which really helps.
My development approach has already seen me investigate directions and change my approach a few times. After completing my basic networking and project structure I dived straight into my AI and pathfinding. At first I created a world on a flat surface, but after recent research I learnt that the world isn’t actually flat! It’s a sphere. Crazy stuff hu! So I decided I would create my world on a sphere instead.
The change from a flat surface to a sphere saw that I had to rebuild my navigation and A Star system. I decided I would first approach my navigation by creating a spherical grid, using a icosphere and subdividing it enough times to have an even distribution of vertices which I would then use as grid points. This approach took a while to complete as there were a few hurdles with finding my nearest neighbours but I eventually did it! The video with this post is showing my AI navigating the sphere using my spherical A Star and my spherical grid.
Knowing me, after completing my spherical grid / spherical A Star pathfinding I decided that it wasn’t good enough. I wanted to create tunnels and overpasses on my planet both of whch the spherical grid wasn’t going to be the right solution to my problem (thank god this is a passion project). Instead I decided I was going to create my own navmesh instead.
More posts on Bone Crush to come.
This year at Global Game Jam I made Castaways with Achebit. Castaways is a multiplayer co-op survival game played with console controllers.
The goal of Castaways is to survive as many days as possible, working with your team to gather resources whilst fighting off Jurassic inhabitants.
http://globalgamejam.org/2015/games/castaways
Last year Hojo Studio and I teamed up to make Nippy Cats. My mum is 3rd in the world on the leaderboard.
My first post should definitely be of one of my first games.