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Sunday, April 25, 2010
Saturday, April 24, 2010
Oh Valve how I love you, let me count the ways...
L4D2 dev commentary notes:
use of spawned texture maps for different types of damage that change the UV pixel color to simulate blood and gore
use of rag-doll system to create body piles then export them as prefab objects.
use of texture randomizers on different layers to create a myriad of infected combinations like different shirts, dust, pond scum, hair and facial features.
common and uncommon (themed) zombies add theme to each level.
pictures of gore and "infection" are actually textures of housing insulation and potato skins.
Kinematic explosions from "boomers" cause populated areas to become different as players progress.
Pose parameters are used to modify animations for Jockey attacks in different animation layers one upper-body and one lower-body
they record play tester's screens as well as webcams monitoring their reactions so that the dev team could reference specific moments in the play test as well as freeing them from having to sit and monitor testers which takes hours.
blood splatters are handled with a strange form of raycasting that simply stretches the texture based on its angle of impact so that it appears to be coming from the dead zombie and if it is closer to parallel with the wall it will be stretched more but if it is head on with the wall it will appear free of distortion.
valve uses incandescent vomit to make the spitter easier to spot in the darkness as well as track, when she drools it onto the floor.
the impound lot in "the Parish" is a form of obstacle course where the cars all are rigged with alarms that summon the horde when activated making for a sneaking gameplay mechanic
director controlled weapon/item spawns help the player through the map but are constrained to when the director spawns them so if a player is whooping ass the item will not spawn or it will spawn an unnecessary or otherwise less weighted item. on the flip-side of that if a player is doing poorly or struggling the director can spawn a very useful or "clutch" item.
a "smeared axe" melee weapons and corresponding particle effects help the player to see the axe while still conveying the sense of a fast motion. this is a good way of creating motion blur without the use of processor heavy blur filters.
the team made a "left 4 dictionary" that contained terms like "capillary," "close-quarters," "open-spaces," "funnel," and "king of the hill." This keeps designers in key as to what the team wants from a level or specific area.
So basically I spent all day playing video games on the projector and accompanying sound system and taking notes all the while *yawn*. I got some other games that I took notes on (Dante's Inferno, Modern Warfare 2, GTA IV, Condemned 2, Mass Effect 2, Shadow Complex, and Marvel vs. Capcom 2) but I have yet to finish my research. I guess i will have to do this again with the rest of my games because it gives me a chance to step back stop worrying about leveling up and get to know a game and its functions.
Sunday, April 18, 2010
Back From Santa Ese
Spent the last week taking care of my mom back in New Mexico, she had her knee replaced. Did get some FRAGSTONE work done though, made new concept art for the pistol, shotgun, and rocket launcher that is more in line with the style of the game. Created the first level in maya and brought it into unity. However the planes that make up the floor can only bee seen from one side (curse you normals). Should be a quick fix though, extrude and done. Also managed to get four selectable weapons working in unity, but only with placeholder objects; not actual functioning weapons. I also am posting the crosshairs for each weapon.
Friday, April 9, 2010
random idea for gameplay mechanic: crowd pleaser
fragstonlevel 1 flythrough
Thursday, April 8, 2010
Fragstone Checklist Incomplete: Very Boring
Video Game Checklist:
Basics:
Type: FPS
Title: Fragstone (working)
Style: Space from dirty to clean.
Plot: You are a lone wolf space mercenary who was contracted to kill an evil space assassin. You and the assassin cause a whole mess of trouble fighting and are both trapped in the process. In prison you learn the real motive for your contract to kill each other (conspiracy). You and your former enemy are chosen to compete in the space arena, by the crazed warden, for your freedom from prison. You are reluctantly forced to work together to take down hordes of convicts as you amass galactic fame and uncover the plot to control the galaxy.
Assets:
Game Features (non-final):
Objectives and bonus objectives:
Upgradeable Weapons:
Multiplayer:
Arena (Campaign) mode:
Survival Mode:
Versus Mode:
Research:
Characters:
Clothing
Weapons
Equipment
Levels:
Containers
Styles
Other Games
Weapons:
Style
Animation
Projectiles
Impact
Upgrades
damage
fire rate
reload (capacity?)
Script:
FPS Controller
Move
Look
Jump
Crouch
Crouchwalk
Reload
Switch Weapons
Recoil?
Ammo Count
Health
Physics
AI
Animations
Menus
Multiplayer
Cutscenes
Misc:
Art:
Characters:
You: Space Merc (tank)
Concept
Model
UV
Bump
Ally: Space Assassin (dps)
Concept
Model
UV
Bump
Extras:
Warden
Concept
Model
UV
Bump
Shopkeep
Concept
Model
UV
Bump
Outsider Buddy
Concept
Model
UV
Bump
Enemies:
Grunt: basic convict
Concept
Model
UV
Bump
Big: giant convict
Concept
Model
UV
Bump
Elite: gang higher-up: just add headgear or flare
Concept
Model
UV
Bump
Boss:
1: Crusher
Concept
Model
UV
Bump
2: Jumper
Concept
Model
UV
Bump
3: Assault
Concept
Model
UV
Bump
Levels:
Hub:
Lockdown: Prison cell & yard
Arenas:
Tier 1: Crappy "Rot Iron"
Concept
Map
Model
UV
Bump Map
Light Map
Lighting
Tier 2: Cooler Tech "Scrappy Place"
Concept
Map
Model
UV
Bump Map
Light Map
Lighting
Tier 3: Super Slick "Post Murdernism"
Concept
Map
Model
UV
Bump Map
Light Map
Lighting
Weapons:
Shotgun:
Concept
Model
UV
Bump
Grosshair
Gui
Rocket Launcher:
Concept
Model
UV
Bump
Grosshair
Gui
Assault Rifle:
Concept
Model
UV
Bump
Grosshair
Gui
Misc:
Ammo Pickup:
Concept
Model
UV
Bump
Health Pickup:
Concept
Model
UV
Bump
Cargo Containers (cover):
BIg:
Concept
Model
UV
Bump
Small:
Concept
Model
UV
Bump
Storyboards (cutscenes?):
Intro:
Opening:
Plot:
Ending:
Animations:
Playable Characters:
Jump
Reload
Die
Crouch
Run
Walk
Crouchwalk
NPCs (for cutscenes and in game hub breaks):
Excited
Idle
Sad
Hello
Walk
Goodbye
Enemies:
Idle
Run
Walk
Die
Headshot
Hit
Crouch
Crouchwalk
Jump
Gameplay:
Balancing:
Health:
Upgrade Levels
Damage:
Upgrade Levels
Speed/Fire Rate:
Upgrade Levels
Reload:
Upgrade Levels
Play Types:
Arena/Campaign:
Co-Op
"Wave Map" (How many enemies spawn at once and where)
Survival:
Co-Op
"Wave Map"
Versus
Interfacing:
Menus
Controller Support
AI:
Line Of Sight
Aggression
Tactics
Testing: