Dare Week 3

July 1st, 2009


Screenshot3

It’s now half way through week 3 of Dare to be Digital, and although progress has slowed slightly as we focus on refining our level, things are still coming along nicely.

Although the core gameplay remains the same (swarming, the abilities of various bee classes) we’ve made some huge changes to our level. It’s now far more focussed on platforming and simple obstacles, rather than obscure puzzles, and balanced between the strengths of each type of bee. The gesture controls are working well, allowing all bee actions to be based on circling an object (for example to select some pollen to pick up) or drawing a line (for example to throw a rock in a particular direction), making it fairly easy to interact with objects even when they are moving or quite small, and would have been difficult to click.

Screenshot1

Despite a few issues we’ve had with textures, animations and shaders, we’re getting a lot more art assets into the game to replace some horrific coder art which Ian and I added. On the advice of our mentors, we have also made some adjustments to our group plane and camera making the level far more fluid. There are a lot of improvements still to be made but we’re focussing on prioritising each feature correctly, so hopefully we’ll get through all of the most important ones.

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.

Simplex Noise

March 30th, 2009


No huge update, just figured I’d share some screenshots from my terrain generation/openGL project:

Here, several octaves of Perlin noise (on the left) and Simplex noise (right) are layered to produce a fairly bland landscape. At the moment I’m not sure whether to get it a little more bumpy or to leave it flat and try and plot some buildings. These maps both use 2D noise, inputing X and Z coordinates to give a height at each point.

perlinnoise3 simplexnoise2

 
 As these top-down views show, Perlin noise (left) is less ‘active’ than Simplex noise given the same values. Simplex noise is also lacking Perlin noise’s distinctive thread-like patterns.
perlinnoise4 simplexnoise4

 
 These images both show Simplex noise using the same X and Z coordinates, this time using time as a final variable in generating 3D noise in order to allow different landscapes to be produced.
simplextime1simplexnoise2

 
 Finally, here’s the landscape with a river cutting through it. As you can see it still needs some work – the repetitive sin wave is far too obvious at this scale – but the function is actually very flexible and after some experimentation with values and some more variation I think it will be fine.
simplexwithriversimplexwithriver2

 
 The next step is to look at using noise maps to create procedural and possibly animated textures, and getting some water in there.

In other news:

  • We’re demonstrating and handing over our group project game “Some Assembly Required” to the BBC tomorrow. It’s looking rather nice (screenshots and videos to follow) and we might need to do a little more work before our coursework hand-in, but I think the whole team is pretty pleased with the final product.
  • The whole “Variables don’t vary” deal with functional languages is only weird when you stop and think about it. When you actually get to writing code, it isn’t really something you notice. Just a different mindset I guess. In other words, my experimentation with Haskell continues.