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1  Jobs / Offering Paid Work / [PAID] 3D Character Modeler - Low Poly Simple Character on: June 09, 2021, 06:13:49 PM
Hello!

I'm looking for someone used to doing realistic, 3D characters.

I'm looking for a low poly 3D character that doesn't have defining features. It's basically a placeholder character model for demos and the like. Ideally, you would have experience working with rigging and animations to ensure that the model will deform in a realistic manner. If you can do some rigging and animation that's a bonus, but not required.

Email me at [redacted] if interested and we will discuss rates.

Found someone thanks!
2  Community / DevLogs / Re: Canvas - 3D Environment Painting Game on: April 30, 2020, 08:29:43 PM
April Update - 2020

It's Been 3 Years

Would you believe me if I told you that this project has been worked on off and on for that whole time?

Rhetorical. Anyways, there's a lot of stuff to talk about, but I'm going to keep these brief. Basically, we made this game as a puzzle game demo a while ago, which is still up here: https://cinder.itch.io/canvasdemo

This game is now an exploration based game that lets you really use the discovering of the environment as real discovery. Lots of branching, secrets, novel interactions, and all based on the principles we learned making that last version.


Right now the entire first area has been modeled out and I'm currently working on hooking up a bunch of those novel, fun interactions I mentioned. And there's been a lot of work on feedback.


All in all we want to make this a pretty focused experience all about exploring and painting with all other elements stripped away.

Can't wait to show more progress in the coming weeks!
Brandon
3  Jobs / Collaborations / Looking for sound designer / composer for painting exploration game [Filled] on: March 30, 2020, 03:42:27 AM
Hello! I'm working on a project all about exploring a blank world by painting on it. You can play an older demo here and see if its the kind of thing you're interested in making the audio for: https://cinder.itch.io/canvasdemo

[Thanks everyone I found someone to work with!]
4  Jobs / Collaborations / Re: [Steam] Game publisher looking for games with game developers :) on: March 30, 2020, 03:34:59 AM
What do you do in this scenario?
5  Community / DevLogs / Re: Gaslight - Detective Immersive Sim Set in Colonial Australia on: June 30, 2018, 08:37:07 PM
June 30th 2018 Update:

Streaming & Progress:

So I started a new job a couple weeks ago and am re-discovering how to find time to work on side projects. I figured a good way to get into this and try to make it a scheduled affair is to stream it.

I watch game dev streams from time to time and when I find a small game on the internet I really can't wait for, being able to keep up with it through dev logs or streams or videos are always great. So maybe this can lead to some new fans of these kinds of games.

I'm streaming at twitch and youtube. Feel free to stop by ask questions or pitch ideas.

Public Builds:
So I obviously want people to play this as much as possible while I work on it so I'll be posting weekly builds as often as I'm making progress. Anyone can download it as it's posted here. I'm sticking to itch.io for the moment because I like their store model. I'll be adding it onto indie DB and gamejolt when I get the chance since I know some players prefer those platforms.

I spent a couple days just doing some UI stuff and basic settings for accessibility for people and have a few more planned such as extra UI for prompts and such for people that will only be occasionally returning to try out new builds.

Anyone here have any thoughts about this kind of open development? I'd like to be as open as possible but I've heard some people caution against it over the last few years.

Video from Production:



Trying to make items smoothly drag along the floor

I've got a few of my previous stream videos on that same channel.

Thanks for reading,
Brandon
6  Community / DevLogs / Re: Gaslight - Detective Immersive Sim Set in Colonial Australia on: June 17, 2018, 09:30:01 PM
June 17th 2018 Update:

One Year After Hiatus:

Hello All,

Looking at this now it's funny that my last post was a year ago. And that it was a wrap up post haha.

As it turns out I have had some time to reflect and some industry experience (just started working as a design engineer for a VR start up & spent a year before that working QA at Bethesda). I still really like this idea and its a game style I think I want to bring into existence myself. I can't seem to get the fix I'm looking for from games that claim to have tactile controls.

So I've been messing around with some stuff. I've decided to work on this in my free time, and scope things wayyyyy down. It's not gonna be me and 7 other people any more, but I think that's good for now. I will eventually need help on art generation, but narrative and programming-wise, I'm covered.

The final small change is that I'm probably just gonna be doing some non-technical posts for a while. I'm not really at a point where I think I should share how things are set up because I'm digging through up to 3 year old code here. Its a mess  Screamy

Some Updates:



Journal System Revised and Functional



New Weapon that can break stuff

New Weapon that can break stuff


Other than that I'm working on a system for investigating objects, and working on a dialogue tool that adds a ton more options for dialogue (more optional choices, less restricted function calls).

In Conclusion:

The project is revived as a personal project and I'll probably be releasing the demo for it for free all over the place just to get the game out there.

ALSO I need help coming up with a good way to title the demo. Its a prequel event for a character in a different city so should I name it after the city? the year it takes place in? maybe even after the content?
Any thoughts are appreciated.

Thanks for reading,
Brandon
7  Jobs / Offering Paid Work / Re: [Paid] Low poly modeler needed for small temp work on: February 04, 2018, 12:08:59 AM
Hello all,

I've had a good number of responses, and if you see this post know that I plan on talking it out with those that have already emailed me.

Thanks for your interest, but I have all the people I need.

Brandon
8  Jobs / Offering Paid Work / [Paid] Low poly modeler needed for small temp work on: February 02, 2018, 03:46:53 PM
Hello,

I'm working on a small personal project (fantasy setting) and am looking to pay someone to make some basic models so that my testing can be more accurate.

Basically, I have a list of about 40 props and static models that need to be low poly modeled and given vertex colors to imply how they may look when finalized.

Full disclosure, these models will not be in any final product, but will be there for a lot of pre-alpha testing. If you're a 3D modeler who usually does more detailed models, feel free to apply, and we can keep in touch when I'm looking for more finalized work.

If you're interested leave a message with a link to your portfolio, and if you need more info, message on here or email me at [Edit: Removed email from post]

Thanks for reading!
9  Community / DevLogs / Re: Gaslight - Detective Immersive Sim Set in Colonial Australia on: June 09, 2017, 08:20:18 AM
June 9th Update:

One Year Postmortem:

This post isn't so much an update for Gaslight, but it is an update for the team and development.

If you're interested in just what's up with the game's progress I'll be making a post in a few days with what the plans are moving forward.

To help shape this progress or just to see what game I'm talking about below for yourself, just click this link:
https://drive.google.com/open?id=0B7lGK5-b1DetdWk1MmtKUVRwbW8
And please fill out the anonymous questionnaire.
https://goo.gl/forms/1QiZd4BIFBP5Lfql1

Everything from here on is going to be a reflection on how each of these elements worked for the last year.

The Team:

So I just finished up my major in Computer Game Design, so that means about 3 years of working in teams. That said, every other team I'd worked on I was the lead programmer because there aren't a ton of people that even can program in your typical game design course. This usually meant that I was also the lead designer because if something didn't work well or I just couldn't program what we were looking for then I would just change it.

This was fine for every project I worked on before this because: no one else could code so they couldn't stop me & we only had at most a month to complete the project.

For this project we had a whole year and on top of that we had the best people in our major that were seniors in our group. That means that each person actually deserved as much respect as I could afford them and I couldn't talk down to them or just say "you just work on UI" so I don't have to deal with them while developing. Essentially, I'd never worked on a team without a useless member that was just phoning it in.

Another major difference was the number of people in the group: 7. I'd worked in teams of 5 prior to this but as I said, at least one of them was useless. This means I'd only ever managed 3 people other than myself at any given time, with myself taking on the bulk of the work and even then it was just for at most a 3 month semester. Working with 7 people that were decent at their chosen discipline meant I needed to actually spend time making their jobs easier, getting feed back from them, and helping keep their work and goals organized. For a year. This is insane to me looking back and really underscores how unprepared I was.

Another undercurrent to this situation is that I never liked the idea of people looking to me for answers, comfort, or direction. I'm far more comfortable now, going forward, but that was definitely a mentality for me at the start of the project. These were people that had largely worked for themselves that now wanted to work for me in a sense. That just flat out made me uncomfortable and hindered how well I utilized the team for the first few months as well as hindered our cohesion as a team because we had that buffer of inefficiency at the start of our working relationship.

Management:

The main things we tried:
  • Slack (group messenger)
  • Google Drive
  • Excel Sheets
  • Trello

The first three were mostly successful, but no one liked/used Trello at all. The excel sheet thing was even something that the artists wanted rather than the Trello to track their progress which was surprising to me. So we ditched Trello and focused on communicating with Slack, using Google Drive for holding assets and the Excel Sheets that managed their asset lists and time. We eventually reformatted the asset goals into something that looks more like a Microsoft Project page but still jury-rigged in excel.

Stock image of Microsoft Project if you've never used it before.

The management was mostly successful in general, but it took some time for people to start using them to convey information to others. They would look at the list of assets, do the ones that were due next, and then upload them to the drive. But they wouldn't make that they finished it on the excel sheet and they also wouldn't mark which ones were in progress. This meant that I had to spend more time wither asking them to update the excel sheet or specifically asking them for each assets and how far along it was.

This could have been easier if they did it as they worked down the sheet because doing it after the fact wastes my time and theirs because they then need to find the assets and potentially verify if it's done.

Not really sure what a solution to this is besides just stressing it and reminding them how much time it saves everyone. This did work after a few months for those that didn't make a habit of updating the excel sheet, but it's not ideal to have to force someone into a system. There has to be some way they would have been more comfortable doing it, that could be as simple as linking Google Drive to their desktop so they don't need to use the online sheet or something along those lines. This may seem like a minor problem but if it had been better handles at the start of the project then it would have literally saved 10's of hours of work on the project (them looking back for finished assets, me looking for them, and trying out new motivational or organizational methods to solve the issue).

In the end, there is a simple solution. Don't work on teams that have people not being paid. And if they are being paid, I refer you to this Extra Credits video:




The monetary incentive is what would give me leverage over people not getting work done and it would motivate them to find a way of solving inefficiencies that work for them personally.

The Project:

Initial idea: Visit a Colonial Australian city surrounded by mythological monsters and find out why the town stopped sending gold shipments to England.

Final Pitch: Visit a Colonial Australian city surrounded by mythological monsters and shoot them, stealth around them, and explore the area for people to get information from.

So things changed. Initially, I wanted to make a game more focused on communication, people, and a town ecosystem that you are interfering with, but it became more "conventional" over time. So this was part of a class while also being a passion project of mine that stretched one year before the class even started. The class made us iterate, take player feedback, and adjust design over time based on feedback. We were graded on this and we were pressured by classmates, professors, and graduate students to move towards what they feel is more "ideal" fpr the project.

The two things I had going into this project a year ago was 1) a dialogue system and an application that let non-programmers make input sheets for it 2) a complex AI based on wants and needs that made independent decisions over time and 3) a revolver reload mechanic meant to limit the player and enforce the fact that the gun was a rare and last resort player resource.

Everyone lost their mind for the active reload system of the game. They wanted to play with this aspect, because it clearly is the most complete mechanic you see listed above. AI needs an interesting environment to become interesting, we didn't have that yet. A dialogue systems needs a story-line and well written characters, we didn't have that yet. A revolver just needs things to point it at and resources to gather. We had that. So we spent way too much time fixating on it.

When you make a narrative heavy game, or a mystery heavy game, it's hard to sell that idea to fellow developers and people outside the project alike. These are both experiences that take a lot of content and a lot of time to actually even test. To have a mystery you need red herrings as well as content.

This means a lot of downtime between testing as you flesh out an area or a character. This doesn't lend itself to environments that require a lot of fast milestones and playable builds because there's seldom much to see between iterations besides more conversation. Most people who make games often are qualified to give feedback on story structure, pacing, or interest. So this means they fixate on the other elements of the project and ask for more of those aspects to be fleshed out.

In Conclusion:

The project had a lot of issues over the last year and not a lot of down time to reflect on where the project was going. I've now had over a month to reflect on not just this project but my college career in general and it has helped me gain perspective on this whole situation.

Keep a look out for my "going forward" post I'll be making in the next few days  Who, Me?

Thanks for reading,
Brandon "Cinder" Franklin
10  Community / DevLogs / Re: Gaslight - Detective Immersive Sim Set in Colonial Australia on: March 24, 2017, 12:23:38 PM
March 24th Update:

Keeping with the tradition of one suuuuuuuupppeerrrrrr long post and then a short one:

We are making good progress, only a few assets behind per person and we're pulling things together pretty quick (thanks to lack of sleep).

Here's a rough video we made showing off some of the implemented mechanics we have (excuse our placeholder assets Coffee):





I'd love to hear what you think about where we're at and where we're going :D
-Brandon
11  Community / DevLogs / Re: Gaslight - Detective Immersive Sim Set in Colonial Australia on: March 02, 2017, 12:30:04 AM
March 2nd Update:


The Characters (and their damned AI):

A box I accidentally made sentient when testing fight or flight responses.

So the characters of this game are currently run by these scripts:



Oh and also some awesome things that do path-finding efficiently for me.

But the main two I've made some big progress on are the ones that make each NPC more of a unique character.


So for personality there are a few things to explain. I decided to define personality from a mechanical sense as a bunch of preferences. Obvious theirs more to personalities than that, but since each character is being written their dialogue does a lot to characterize them socially, but when it comes to behavior/actions, the only way personality comes out is what the NPC does more often.

So preferences. Alcoholics would frequent bars to release stress, and devout colonists would go to church to release stress. This should add some purposeful variety to NPC actions.

The main sheet we use to get a feel for the character in the engine looks like this:


We use a lot of text files for this sort of stuff because our narrative designer, Shipley, doesn't have a ton of programming experience. So that sheet allows him to easily edit in game information by just saving over the one currently being used. I also just wrote him a piece of software to let him edit these sheets without dealing with the tedious formatting that comes with it (the formatting is necessary for easy parsing of the document in Unity).

Now for the Dialogue script for each character.

It's broken up into two sections: the basic dialogue and the conversational dialogue and their sheets look like this:


The basic dialogue is just simple "barks" as they're called that the NPC won't necessarily say to anyone in particular, but will say them to denote certain changes of state. So if they're going to get food, they may complain about how hungry they are so that the player can know what an NPC is up to. They also serve as simple stuff that AI may say in many situations even to one another.

The conversational dialogue is entirely player focused. It's a way to organize dialogue trees that are as easy to follow for me and the writer as possible. They definitely aren't perfect and their format is pretty crazy to keep everything organized.

Here's a basic run down. There are these things called Sets. A Set is one section of dialogue that has your choices, the responses to those choices, and then what is the next Set that each player choice goes to next after the NPC responds. Then there is also an option to have hidden choices, responses, and Sets based on whether some other condition is met. Like if you know a character is secretly stealing from where they work then you can now pick a dialogue option to pressure them with that as leverage.


So I mentioned that I made something to make these input sheets more easily. This is what they look like:


Character Sheet Editor



Basic Dialogue Editor



Conversation Editor



They look like garbage but they're super functional Wink I made them using Visual Studio, the software I program for Unity with, basically because I found out I could. I'd planned to make these, but I had no idea how I would until I found out about Windows Form Applications. You do the lay out using click and drag tools that give you a bunch of different ways to collect data from the user and then after that you just need to do some data management through scripting. Then you just get it to export to a text file in a certain format and boom you've got something you can just drag into Unity and use for dialogue.

There's a lot of feature I left out. Like, for instance, they can't read the files, they can only export them. So if you want to make changes to a file you kind of have to re-input the info and then export as the same name.

At the moment, I'm not worrying about that because I'm not necessarily sure I'll be working on this past graduation, and as they are now they already save a ton of time that would have been spent formatting these files while also writing for the characters. It was taking about 2 minutes of formatting for every 1 minute of writing. I don't expect that dealing with these occasional inconveniences will add up to the amount of wasted time we had before.

Oh and its worth noting, it took me about 9 hours to make these form apps start to finish (including learning  Roll Eyes), so after ~3 hours or Shipley writing, my time has already been worth it for stopping him from doing the ~6 hours of formatting he'd otherwise have to do.

Another cool advancement for the NPCs is that I added localized damage.


Each of these drop downs change based on the health of each limb, so with this information I can add limps, and disarming based on how each section of the NPC is injured.


Conclusion:

A lot of workflow and systemic changes to the AI. Still need to add vision to the AI and some more diverse combat for them, but that's going to wait until I have some animations going on the characters since I need it to be set up very closely with the animation system. Our character modeler/animator is currently finishing up our female base model and animating the male character so I'm almost free from the simple model I made for testing almost a year ago.

Getting the NPCs fully tied into the combat system and the conversation system is next on my list and in couple weeks I think we'll have a vertical slice of the game ready.

hope you found this update interesting~
-Brandon
12  Community / DevLogs / Re: Canvas - 3D Environment Painting Game on: January 29, 2017, 06:53:10 PM
January 29th Update

Optimizing and Improving

So I have been working on making this a lot less cpu taxing in a number of ways. The first and foremost, I want things being handled by the GPU. Before it was mostly the cpu processing each texture that needed to be painted on, but now I've written a shader and am using render textures to tell the shader where to put what textures.

You'll notice below that I'm using 3 common image colors (RGB).


I'm new to writing shaders so it will take some time to get this looking like paint. But you can see I have a texture applied to the area represented by each color. This is achieved with a splat map which I write to dynamically (on the right of the gif). I can actually make the tint of the colors on the left whatever I want, I just need to associate each of them with a primary color.

This is the same way terrains mix multiple materials with one another. While this is considered to be a pretty heavy shader when in a full 3D game, my game has 0 lighting, and this is my primary mechanic so I can get away with this. Not to mention compared to rewriting the texture for every addition of color this is miles ahead performance wise.

I now get about 180 fps on my computer when painting is going on, and I get about 85 fps when painting using the old methods. This is before any optimization as well. In the future I hope to be writing directly to the render texture (which I'm told is possible) and not have to actually display things in front of a camera to edit the splat map.


The Roadmap

I've made a formal list of what the mechanical pillars of this game may be:
Color
  •    color affects certain objects certain ways
  •    filling in an object activates it
  •    colors slowly fade from objects unless you add more to them
  •    resource scarcity for paint
  •    make your own brushes in game?
  •    certain colors are connected either by theme or mechanically
  •    each color has its owned mechanically and visually themed area
  •    certain objects will only accept certain colors
  •    some objects can be affected by multiple colors for different effects

Mesh Subtraction

  •    cut through planes
  •    open closed off areas
  •    use color to link areas (portal 3?)

Forced Perspective

  •    pick up objects
  •    when dropped they become as large as possible in the space i.e. how big something appears is how big it becomes

The first section is what I'll be working on in my free time, the last two are just if I want to explore those concepts or if this game gets some sort of following to it.

I've also come up with a rough outline of the progression I need for the game once I reboot it.

Progression:


[1]
  • just black paint to start
  • black is used to give vision of your environment
  • it is neutral and has no properties

[2]
  • unlock red paint after going through portal
  • introduce that certain areas are only paintable by certain colors
  • introduce the property of red: changing states
  • in the red space there are boxes that you can activate that then will move walls or give tips

[3]
  • unlock blue paint by going through the portal
  • introduce the property of blue: shrinking elements
  • the same boxes from the previous area now are larger and need to be shrinked

Let me know what you think and feel free to try out the demo on the parent post.
-Cinder
13  Community / DevLogs / Re: Gaslight - Detective Immersive Sim Set in Colonial Australia on: January 25, 2017, 02:46:56 PM
January 25th Update:

Quick Update:

So two big things have happened. We have a new member and we have incorporated as Third Shift Games LLC.

The first thing, the new team member, is really only note worth because they are a coder. This is gonna change some things for how I develop (yay maybe I can do design  Kiss) and make it so I don't need to just focus on pulling everything together all of the time because they can handle some Unity integration. This means we need to figure out versioning but we're going to try and do it through Unity Collaborate which we've used to...collaborate before.

This brings us to 7 members (I should probably update that roster on the main post huh). That's a lot to manage in itself, but we're all students its all a learning process.

The second thing, becoming a company, a much bigger change. So I said we're students which is true, but we won't be for long (about 3 more months). So the only person I expect to keep with the project is myself, but its reasonable that Shipley, the narrative designer, will be on the project for a while as well (as he has 15% of the company so he damn well better Noir). We plan on paying that Steam Greenlight fee soon as well so we can start preparing for that whole thing. Open up a potential revenue source and such Tongue

I'm going to be staying in my college town and working as a teacher for the Summer as I look for jobs and develop my portfolio. And also finish up a class so I can graduate. nbd. But during this time is where I'm going to know for sure if I'm "going indie" or if I'm just going to get a job somewhere and delay fully starting my own company. For the next 7 months I'll be figure that out. Trying out building an online presence, streaming development a bit, and polishing up some of my personal projects to be released online for free.

It's an exciting and strange time... Also none of us have any idea what we're doing besides making a game.

Cinder
14  Community / DevLogs / Canvas - 3D Environment Painting Game on: January 25, 2017, 10:06:47 AM
Canvas:
This is just a little side project I worked on about a year ago.

The core concept is that you can paint on all of the surfaces of the environment and that without painting you can't see anything. You need to use changing your perspective to let the surfaces you paint create a way of seeing (through negative space or by just painting directly).

I'd eventually like this to be a casual, creative game that people can easily make levels for and share them. So after I optimize the game (needs a lot of that at the moment) I will be working on some mod resources.

I'm very interesting in optimizing and iterating on the core concepts of this project so please play and give feedback. The demo can be found here on itch.io.

Thanks for reading,
-Cinder



15  Community / DevLogs / Re: Gaslight - Detective Immersive Sim Set in Colonial Australia on: January 22, 2017, 11:20:19 PM
Totally normal, always assume that whatever you make is going to take somewhere between x2 to x4 what you think it will take Tongue

Good advice.
It's strange how everything scales so well with game development. Every time you get 10% better at something, you become 10% more ambitious. Makes it hard to actually get more efficient over time haha
16  Community / DevLogs / Re: Gaslight - Detective Immersive Sim Set in Colonial Australia on: January 22, 2017, 08:19:33 AM
January 22th Update:

General Stuff:

This post is primarily about the journal mechanic development I've done.
If you don't want to hear about the personal side of development skip this section.

Onto personal stuff. I had about 2 months off from school from the second week in December to basically today (school starts tomorrow). Before the break began I had planned to accelerate development as much as possible only accounting for Christmas week being lost. In actuality I only spent about 2 weeks of the the break working at my normal frequency and pace.

When the semester was over I had just got done staying up for an average of 22 hours each time I woke for the last 2 weeks of the semester. Being the main connector of everyone on a project this size means that if everyone is going to see their stuff int he game I need to be working on making that so.

Staying awake that long does a lot to your body, but the main thing I noticed was the my nerves feeling shot (my literal nerves not like how well I keep my composure). Around this time I also realized I had been working on this project close to full time (averaging 30 hours a week) for 9 months. Only 4 of those months were with other people, and the first 3 of those months I was working 40+ hours a week at a construction store that was very labor intensive (mainly freight...and mainly paint cans). Also that work day started at 10pm and went to 7am.

It finally became clear to me that I needed a break.

I could tell how the stress of this work affected other people on the project and other projects going on, but I didn't really feel it affecting me. But it was.

So I spent time playing games. Got back into Dota 2 a lot, played TES 4: Oblivion again(my favorite game of all time), figured out how to min-max Planet Coaster, and watched my 20 hour Rim World colony get wiped out by a gameplay patch and not by Scythers for the first time ever.

I also took a trip with my girlfriend to Seattle, Washington, a place I sincerely hope to move to someday. Maybe not right after college, but someday (please hire me Valve   My Word!).

As it stands now, I've spent that last 2 weeks working refreshed and writing some of the best code I ever have. Not really saying much since I know almost nothing of best practices, but I've been surprised at how quickly I've been developing complex systems that usually take a lot of trial and error.

Anyways, the point here is that you should always take time off, pace yourself, and don't take on too much responsibility in a project. Otherwise you burn out and lose out on a month of progress like I did Tongue

The Journal:


The Visuals

So...the last time I mentioned this journal mechanic it looked like this.


Then while on vacation I made an updated one that looked like this.


Much better, but the textures have no normals and the leather binding looks a bit rigid.

Another huge improvement on this journal (that maybe only I really care about) is the addition of proper page distortion when opening and closing and proper textures for the edges of pages.


Still doesn't look like a real book, but it's getting there.

To achieve this I used the Morpher modifier in 3ds max that essentially lets you interpolate one model into the shape of another using a percent value of 0 to 100, which you can animate as easily as bones. The pages and the book binding still use traditional bone animation because its way easier to maintain a model's volume with those methods.

There was one final pass of updating these visuals:


Now we're talking.

Added a more realistic page tint, some random discoloration to the paper texture, remodeled the leather book binding to be more bendy, but I still kept a bit of rigidity to it so that it seems sturdy (makes it easier to animate and makes it easier to have the option of letting it wiggle via physics later down the road). Oh and also there are now normal maps for all textures on this book.


The Programming

The old journal did have page turning, but no real logic to manage it beyond finite pages that are in the scene to start with. There was also no way to create text for the pages without using external software or at least baking them out in Unity using a very slow method of texture baking with alpha I hacked together quickly using online references.

The new journal is functional:




This is the result of a 4 part system.
  • The journal model itself - As seen above
  • The journal script - this stores information the journal would have
  • The journal controller - this manages making the journal interactive
  • The page text renderer - allows for dynamic text creation

The model itself has 4 pages within it. When you turn the page it deletes a page on the side the page was moved to and adds one behind the other on the original side.


I am also recycling the same 8 materials (one for each side of 4 pages). So the page that was last removed has its materials added to the new page.

At the moment there's nothing putting new text onto the pages, but this mostly because of testing however.

This is a pretty complex series of script with a lot of interlocking functions.

   

The script basically functions by having a class that represents sections (called chapters of course) and this class stores all the text files in a list to be given to the page materials as you turn pages.

The rest is just about making sure all of this good smoothly and linearly to actually look like a book.

The last element is the oh so great text rendering...this part almost made me lose my mind. It needs to have alpha to function, so there needs to be 4 channels for the texture even though I'm basically only using the color black. There was also very little helpful documentation on unity to make this happen.

The principle issue was that textures on import don't have their alpha as transparency so even once I got a camera to render with alpha using the camera's depth map, they wouldn't have alpha in the engine. And yes, you can change a texture's import setting through scripting, but since I was making these texture files through script they existed in project folders but not yet to unity because it hadn't processed it though it's importer.

Even with ridiculous pauses before trying to affect import settings it seemed that Unity was having some delay on processing the new textures. Strangely if I clicked into the project folder in the windows file browser that seemed to make it happen more quickly, but I had no way of reliably making this happen.

This led to me scripting in a particular kind of way.


WTF

The solution was a pretty simple one and its a very common one...Editor Scripting
It turns out you can affect the default import settings with a pretty simple script that looks like this:


So simple  Gomez

Then all of the messing around with trying to do these via script at run time just seemed silly. I should have looked into this a lot earlier and definitely will in the future whenever creating any objects at runtime. And now the renderer creates 2x2 text textures much faster with the new method of getting alpha and it is automatically transparent no matter when it is fully processed by the unity asset importer. The journal is very set to be made more robust and then filled with content.

Seems like a lot of work for this book...

I'd like to quickly address the fact that this may all seem like its a bit over the top. I know that other games have books in them all the time and they are as far as I know never done as in game objects. Usually there's a UI screen that shows you each page and the animations of pages turning are just 2D rendered ones.

However, I'm deliberately not doing it that way.

The journal in our game takes the place of traditional UI. All the information the player gathers is stored in here and the player can even manually type their own notes. This means that I want this journal to feel real. I want it to seem tactile and personal. And it also means this journal needs to be extremely dynamic and the text can't be pre-rendered because you will be gathering information in a non-linear fashion.

There are a lot of complications with this method, and there is little for me to draw on for inspiration or to see if I'm on the right path, but I'm confident this will be a great selling point of the game once it is properly created.


The Future

Last week I had this list of stuff the journal will do
  • A bookmark - to have the journal always open to the page you want
  • Tabs - to organize sections such as player health or specific investigation treads
  • Tactile page turning - kind of on the fence about this. But I think turning the page yourself will add more than it takes away and make it really feel like a book and not just a game system.
  • A player note section - have pages that the player can add their own notes into so they don't forget observations that may not be parroted by the game

yeahhhh.... it does none of that.
But I have been thinking about this a lot while working on the scripts. Everything is relative to a left page index so skipping from one page to another is easy (so there's the bookmark covered  Coffee). Every section is organized into chapters so its easy to find the first page index in that chapter and then skip to it in the same way. Tactile page turning is something I had in my prototype of this mechanics where you affect a animation speed multiplier with the movement of your mouse to scrub through a turn animation like you would turn a page. Its not even remotely implemented right now, but I can map that over with a small amount of work with the page animators. Lastly, the player note section is on hold at the moment. Because I'm rendering text to put on the pages so that they actually look written on the page I'm not sure if I can do this fast enough for the player to see the words on the page in real time.

I need a separate, flat surface for players to write on or I need to do some complex stuff with rendertextures and an additional camera. Both are good solutions but I need to focus on getting a full sort of alpha build of the game by the end of this semester so that it can be a powerhouse addition to my portfolio. So the player notes mechanics will be revisited at another time.


Conclusion:

This was a much bigger undertaking that I anticipated. I had only allotted 1 week for it when I planned to do this about a month ago which was a big mistake. Admittedly the actually journal/journal management code was mostly done in one sitting it's the tweaking and the big issues that take up the most time when its this interconnected of a system. I definitely shouldn't count on anything taking just a week to figure out fully ever in the future.

-Cinder
17  Community / DevLogs / Re: City-building strategy game in development - Ostriv on: January 22, 2017, 03:19:01 AM
Have you considered releasing this through Steam Greenlight into Early Access so you can continue development with some player feedback?
-Cinder
18  Community / DevLogs / Re: Gaslight - Detective Immersive Sim Set in Colonial Australia on: January 05, 2017, 07:02:15 PM
January 5th Update:

Artificial Intelligence:

I have all these values to make do stuff:

This is the basis of what makes each AI do any action and interact with game systems in unique ways. Its all meant to be a model of a generic non player entity so this same AI system can be used on human characters as well as bunnies that may be in the environment. All it takes is some small modification to the values and the drop down boxes (changing NPC Type to Quadruped instead of Bipedal) and then you have a completely new entity with little effort.

That's the idea anyways...  Waaagh!

Right now about half of these values are for show. The combat systems are almost non existent so that category does nothing at the moment, but everything else such as room tracking and the needs that the NPCs fulfill are functional.


This is a basic environment that has a room (the Red box you see) and needs (the yellow boxes). The AI looks for its highest priority need and then finds a "room" (shorthand for both buildings and individual rooms) that can meet their need. The image is an exaggeratedly large room that has all physiological needs possible in it.

The "Personal Life" needs with manifest in a similar way, but their sources are less stationary so those will become more relevant when we have homes and families for NPCs to look to for personal fulfillment.

The last real thing that I don't have planned at all for characters is personality. My narrative designer Shipley has been writing dialogue trees and quests for these characters, but we haven't really figured out a systemic way to represent personality.

It raises questions of what actually makes a person who they are, but it needs to be more practical and concrete so that it can apply to the systems. Not really sure what this looks like in game form, but at the moment I'm just thinking of personality as a tier list of what personal life goals are most important. It would be nice to have a sort of Westworld like system where every character is defined by a bunch of personality attributes, goals, and a "story" that they use to define themselves, but I'm not really sure where to start there (its also not very practical...it's just cool).

If you have any thoughts or ideas on this I'd love to hear it.  Grin

The Journal:

This one is a very hard task. Probably harder than the AI because there is less of an analogue for it.

Our game's goal is to have all UI/Menus put into a player journal that exists for the player. This means that when you're injured you consult the journal to see where and how badly. A lot of games do this (TES 4: Oblivion, Call of Cthulhu: Dark Corners of the Earth), but they make the journal a traditional UI with a journal theme. While we want the traditional UI visuals, I want them to be rendered to a texture and placed on a page in a physical book the player has.


This is an idea of what it may look like. These are all premade textured that are just put onto a model UV but it's the basic idea.

The rest of what this journal will need is:
  • A bookmark - to have the journal always open to the page you want
  • Tabs - to organize sections such as player health or specific investigation treads
  • Tactile page turning - kind of on the fence about this. But I think turning the page yourself will add more than it takes away and make it really feel like a book and not just a game system.
  • A player note section - have pages that the player can add their own notes into so they don't forget observations that may not be parroted by the game

To pull this off I need a strong organization structure that lets me edit sections of the book and the order things appear on the fly. I also need a camera to render each edited page and make sure the rendering doesn't bog down the game (have it happen when opening the journal or maybe just while the player isn't doing much). Last I need a handwriting font. This is pretty easy to get with online tools, but making a handwritten font flow, be legible, and seem real is a hard task as I've been finding out.

Conclusion:

That's the two big systems on my plate right now. After making the AI a bit more robust, I'll be implementing the journal with some filler content. Then finally I'll probably move onto the combat/stealth system, but that's sort of far down my list and I've only figured that out on paper not with testing.

Let me know what you think and if you want these to be less technical/more images that can be arranged  Noir
I'm considering pairing these with a video to show some of this stuff in action, but we'll see about that later on.

thanks for reading  Smiley
-Cinder
19  Community / DevLogs / Gaslight - Detective Immersive Sim Set in Colonial Australia on: December 28, 2016, 07:29:20 AM


Hello! My name is Cinder and I'm the lead on the indie game: Gaslight.

Join the Discord here!

Premise

In 1853, the gold mining town Ballarat, Australia stopped producing gold for the British crown. A group of British officers are sent to investigate after no work of the town is received. Only one officer makes it to the rendezvous point and begins his investigation of the isolated outback town. As you investigate you'll learn that the rumors of unnatural creatures stalking the town are not mere myths.

Click to get access to the prequel demo I'm developing!

Mechanics

The mechanics of Gaslight are in 3 categories: combat, stealth, and social. All of these mechanics are in play from the very start of the game, but each area of the game gives incentives for different play styles.Meaning shooting everyone in town probably isn't the best strategy

There is also a bit of resource management. You manage gun powder, lead bullets, health, lamp oil, and clues from documents or objects.


Goals

With this game, I'm hoping to create a short, deep experience. I want the game's world to have a ton of depth to it, but I absolutely don't want to force the player down any play style or story path. Those that spend more time socializing may learn to view events in a different light, those that kill untrustworthy people may learn of people's true allegiances, and those that break into people's house may learn of long-held secrets.

Devlog

June 17th 2018 Update - Revived & Some Shiney Changes
June 30th 2018 Update - Streaming Dev and Public Builds

Old Devlogs

January 5th Update - AI & Journal Mechanic Overview
January 22th Update - Journal Mechanic Progress Breakdown
January 25th Update - Incorporating and legitimizing our development
March 2nd Update - AI & Character development (Get it? character development...)
March 24th Update - Teaser Video
June 9th Update - Postmortem of the Last Year of Development

Current Team

Brandon "Cinder" Franklin - Designer, Programmer (Me)

Former Members
Shipley Owens - Narrative Designer, Writer
Orry Paynter - 3D Modeler, Visual Designer, Props Manager
Kevin Mannikko - Audio Designer, Foley & Music Composer
Orin Adcox - Character Modeler, Animator
Anne Daudelin - Texture Artist, UV Editor
Doug Potesta - Technical Artist, Unity Asset Integration


If you have any questions/comments you can message me on here, email me [email protected], or hit me up on twitter.

My Personal Twitter
YouTube Channel
20  Community / DevLogs / Re: Elium - Prison Escape [Beta] on: December 26, 2016, 01:30:21 PM
Looks neat. Can't wait to learn more. It'd be nice to hear more about your development process for making this game in your posts. Still neat thougj  Coffee
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