Some Assembly Required So Close To Completion Update

March 31st, 2009


So many particles.

So many particles.


As you may previously have read, this year my team “Screw The Nut” has been working on a 3D platform game through the BBC’s prototype project and the University of Abertay Dundee, “Some Assembly Required”. Our final hand-in to the BBC is tomorrow so I thought I’d take this time to build a little suspense before I share the final game-play videos and let you see a few screenshots.

The game itself sees Warran T. Void, a lost and damaged little robot, wake up alone in a factory. By collecting new parts from vending machines he can rebuild himself with new abilities, allowing him to overcome obstacles and progress through the game. Our prototype level introduces you to a pair of suspicious character who instruct you to climb a giant construction robot and collect pickups for them, and playing as the naive Warran you enthusiastically oblige.

Would you trust these gentlemen? - experimenting with full screen effects.

Would you trust these gentlemen?

These are all taken within the last week as we built our level and did some final testing. It’s been really awesome to see our game go from a series of platforms on a plane into a full, playable prototype level as it was only recently that we were able to bring all our art assets and platforming sections together into one application. As you can see, we went a little overboard with bloom, particle effects and shiny things however our actual focus throughout development has been on gameplay mechanics and the physics behind this.

The game was implemented over a period of two and a half months, that’s ten week-long development iterations, following on from general story and game-play designs we worked on late last year. A lot has changed from our original ideas – in particular splitting the BBC’s “interactive narrative” brief into two parts consisting of this game and a separate research project – but we’ve kept the core mechanics and level in tact.

Did we mention our level is also a robot?

Did we mention our level is also a robot?

The team itself consists of ten third-year students: five programmers including myself, two artists, two producers and a sound engineer. We also had the assistance of programmers from the BBC, and a mentor from Real Time Worlds. This made a huge difference to the project in terms of organisation and development and keeping on track, as well as handling technical problems with our codebase, and (at least as far as I’m concerned) has given us far more experience to carry over to our future projects than we would have gained on our own.

So, fingers crossed for our demo tomorrow and our showcase later in the term (which I believe is open to the public, more details will follow if that’s the case) and hopefully we’ll have a final video prepared for you soon.

Inferno – A PS2 Game

July 27th, 2008


Inferno was created as a piece of coursework for my second year in University. The task was to create a pseudo-3d Playstation 2 game using 2D sprites, such as Super Hang On or Space Harrier. I opted to take this a step further and create a software pipeline and camera which would allow me to create 3D scenes from 2D primitives. If you heard me mention an insane project before I mysteriously disappeared – this was it.

I had never attempted something along these lines before but I had a fair understanding of the maths that would be required. After hundreds of pages of scribblings in my notebook and many experimental programs I was in a position where I could generate a textured crate correctly in the middle of space on screen. After several problems, some minor and some that had me pulling my hair out, I managed to get rectangular rooms or random dimensions which I could move within working correctly.

I used this as a base to create a hack ‘n’ slash adventure where you travel through a series of rooms, defeating the enemies in one to move onto the next. There are many ways I would like to expand the game but most of all I am looking forward to experiencing working in 3D on the PS2 next year. I found developing for the PS2 to be more challenging than for the PC – there are far more constraints and it is not hard to crash the whole system. However, I learned a lot about the direct relationship between hardware and software which I hope I can expand upon in future.

This game also won me a prize from Sony which I was both surprised and of course very pleased about.

Unfortunately the game will only run on a PS2 with a hard drive and Linux kit installed. If you have this please email me and I would be happy to send you the application. I will hopefully be able to put a video of the game here in the near future.

My Little Planet – An OpenGL Demo

July 27th, 2008



My Little Planet is a demonstration of using various techniques with OpenGL to render an animated scene. The planet, moon and tree were all modelled and textured in Milkshape and loaded into the scene. The river was made of OpenGL primitives and then texture animation and alpha blending were used to give the effect of flowing water. The plants in the scene were generated procedurally. The butterflies were both modelled and animated in Milkshape, and then the keyframe animation was played back and they fly in random directions. Elements within the scene are contained within a sky box and animated hierarchically, allowing the moon to orbit our planet. A second light source also orbits the planet giving the impression of night and day.

You can download the Windows application here.

Controls

Left Mouse Button – Drag to adjust the camera
Right Mouse Button – Drag to roll the camera
Mouse Wheel – Zoom in and out
W, A, S, D, Q, E – Move around the scene
L – Toggle lighting on and off
B – Toggle transparency on and off
M – Toggle motion on and off