Sunday, December 30, 2012

A Very Small Update

Hey guys!

Sorry I haven't posted in a while, we were switching gears moving into this next quarter. I've been working on wrapping up some animations for Zone 1 of Umbra. I've been creating some idle animations for some of the islands and other floating objects, as well as some of the transitional animations to aide in player progression. I've also started working on the Unrealscript for my generic menus, and trying to get it all figured out. Since we've stopped working on a whole bunch of side projects I've been able to work on personal projects, like the menus. I've also been slowly fleshing out a game design document for a game idea I have. It's still a really rough outline, but it has helped me to start thinking technically about what is needed to fill out a full game design document.

Anyway, I'm not sure when I'll be able to get anymore pictures/stuff up for you to see. Once I get Zone 1's animations done, and any other models that are needed, I'll get some in-game pictures of the level.

Thanks for hanging in there with me.

Tuesday, December 4, 2012

More Pictures - Umbra

Well, we were all working hard most of the night and got the pause menu for Umbra 99% complete. All we need are the highlight states for the exit confirmation buttons. Thanks to Corey Farmer and Andrew Talarico for getting the rest of the graphics needed for it. Great job guys!

Here, have a picture of it:


The gray is a background that I put in to show the glowy effects since I haven't gotten around to putting the most recent build of Umbra on my laptop.

I was also working on destroying my tanker trailer last night and got to the point where I can start unwrapping it again.


Anyway, I'll be working on that for a while. I'll post again when I have more cool stuff to show you guys.

Monday, December 3, 2012

More Assets - Umbra

A small update today. Here are some highway signs I made for Umbra.



The bars on the big signs are a little rough around the corners but I didn't want to spare the polys to round it out. UDK does a pretty good job of smoothing it once it is brought in. Now to work on either the pause menu some more, or to work on adding variants to all these models... I'll have some more models to put up in a day or two.

Friday, November 30, 2012

Some Trailers - Umbra

I talked with Andrew about what he thinks still needs to be done for Umbra and we came up with a surprisingly long list. One of the things on the list was some trailers for a semi truck. I decided to tackle these and I completed the basic models of them. I have a tanker, box, and flatbed trailer done. After I get them all unwrapped and such I can go through and make variants on them to add a little diversity to them in-game.

Anyway, here they are:



Some of the other things I'll probably be working on are highway signs, business signs, and a water fountain, among other things as we need them.

Thursday, November 22, 2012

Finally an update!

Hey guys, sorry it's been so long since my last post. Most of what I've been working on hasn't had a lot of visuals, so I wanted to get some before I posted. I only have some images from the main and pause menu for Umbra, a generic main menu and upgrade screen, and some more models for Umbra. I also have a couple small updates on Iguana X, Nordic Sol, and Paper Samurai. To start things off, here are the pause and main menu for Umbra:

This is the original main menu layout, the text for the menu are 3d models and the texture on them pans(moves) across them. Umbra was modeled by myself, and the other two were modeled by Corey Farmer, both were based upon hand drawn concepts my Max Newsom. When the cursor is over start game or exit the textures will change to show they are selected. The cursor is an animated sequence of an asteroid on fire, created by Andrew Talarico. Since this version we have added updated foliage and adjusted the scale/position of Umbra. Sorry for the missing polygon on the rocks and such, the computer I was previewing on has a low end graphics card.

This is the pause menu. we had quite a few people working on this one. When pause is pressed the camera will animate from a behind view to this, and the sphere grows(Done by Bryan Harlow and Corey Farmer). The text graphics were created by Dan Langford and Dave Troyer. Corey and I put together the AS3 and Unrealscript to make it work. Corey was a huge help in figuring out how to pause the game correctly, something that was stumping me for a while. The textures for Sola(The main character) were created by Andrew, but I think he has updated them since this render.


While working on the menus for Umbra I got the idea to make generic menus/pages to use as templates for future projects. So in my spare time I've been trying to put together these pages. So far I have the Flash side of things done for the main menu(mostly taken from Umbra) and a skill/weapon upgrade screen. I have the Unrealscript done for the main menu(again, from Umbra) and have started working on the upgrade screen. I have most of it figured out, but am trying to find a way to pass Unrealscript variables into AS3. I can easily get them from AS3 to Unrealscript, but not the other way. All I need it for is to pass the players current number of points into the SWF so it will display correctly. Once I get them done, all I'll have to do is replace the images with the new ones and they'll be complete. Here they are:

The main menu is a little blank, but a background will fix that. If I have time after they're all completed I'll go back through and add an options menu to it. 

The upgrade screen will show current points, as well as the current level, name, description, and cost of the items/skills that can be purchased. If the player is unable to afford an item the upgrade icon will disappear, or if the item is at its max level.

Here are some more rock models, the first one is a high poly one for the main menu. The second is another rock cluster, this time I tried for a stacked rock as opposed to a scattered rock look. The second one is a regular low poly model.


I'll summarize the other three projects in brief little blurbs:
  • Nordic Sol: Getting all the conversations in and animations. Bryan Harlow is mainly working on the animations. David Fuson has been adding more pixelart assets into the level.

  • Iguana X: Ryan Hess completed the iguana and Andrew and I have all of the primary props done.

  • Paper Samurai: Compiled the menu and combat system, Bryan has done an amazing job of making the menu, and helping me troubleshoot some game stopping bugs. All that really is left is to figure out why the combat system only works for one match(two rounds), and to add the updated animations/graphics into the levels.


I think in the future I will not have so many projects going at once... It's a lot to keep up with, and to stay motivated about. Motivation is probably the number one helper in completing projects. Sadly, on Nordic Sol and Paper Samurai, I lost quite a bit of motivation. Mostly this is due to lax leadership, or a lack of interest from the creative directors(Perhaps this is only my perception...) Once we get both of those done I'll have to write up a post mortem on them.

Anyway, thanks for hanging in there with me. I should be able to post more frequently like before, so stay posted! And have a great Thanksgiving!

Monday, November 5, 2012

Some Images - Nordic Sol, Umbra

I have a few images from Nordic Sol that I made as placeholders until the art team can make some in the same style as the rest of our assets. The drawings aren't the best but I had fun practicing with my pen tablet. I'm slowly getting better with it. Now if only I was better at drawing... Oh well, practice helps with that!

Here is a table that the sword will be resting on in the melee part of the tutorial:


And here is a practice dummy that you will have to attack to proceed:


And, as I promised in my last post, I have the main menu map laid out for Umbra. I will probably have to adjust it when I get a look at it with our post-process effect over top of it. We would like the menu to be like a cast shadow onto the wall in front of the player, but with our current color scheme on our textures I'm afraid that it will make dark text too difficult to read. Below is everything laid out with almost all of our textures. The actual land doesn't have a unique texture made for it yet, nor do the rocks. For the land I am using a texture that Bryan Harlow made for a past demonstration, and the rock texture is a stock one from the UDK.


Sunday, November 4, 2012

A Simple Update - Nordic Sol, Umbra, Paper Samurai

I don't have any images to show at the moment, I've mostly been working on code stuff for Paper Samurai and Nordic Sol. For Paper Samurai we are in the process of readjusting the sizes of the characters, score bar, and other misc. graphics to get them how we want them. Bryan Harlow has the menu for the game almost done, and all I have to do is make a round counter and figure out how Michael wants the score to be presented.

With Nordic Sol, I've been slowly putting the conversations in. I get caught up on exactly how we want a scenario to work out, so that slows me down a bit. I have the intro conversation completed and the melee portion mostly done, but was waiting on a design answer from David Fuson. I should have quite a bit more done by the end of the week. We're getting all our assets put in and seeing exactly what else needs to be done.

Thanks to some help from Corey Farmer we were able to get the pause menu working and actually pausing correctly. Before when we tried to pause it would pause everything, including our pause menu, leaving us with no way to unpause. Luckily Corey found a function in the UDKHUDBase.uc file in the default UDK classes that actually paused the game while allowing us to still interact with menus. Since we have that working Corey has been working with Bryan to get the animation worked out for entering the pause menu. Today I'll be setting up the main menu map, and seeing what I can do without having some of the art redone.

Anyway, that is all for now. If I get the menu map to where I want it I'll be sure to post an ingame render of it.

Monday, October 29, 2012

More Updates - Paper Samurai, Nordic Sol, Iguana X

Hey guys, sorry it's been so long. Been working on quite a bit of stuff the past week and haven't had a chance to post any progress.

Paper Samurai:
First off, on Paper Samurai I finished off the combat system, got the enemy AI in the ballpark of what we wanted, and placed all the art assets I could into the level. We have some nice graphics from Joe Matison. He gave me the progress bar, slider, countdown text, and some placeholder characters to use until we get animations for the characters. 

Here is the end of the countdown, right before the action starts:

Here are some slashes when the characters meet:


 And finally, here is the conclusion...I lost...


As you can see, we still need some back/foreground assets so we can get rid of my horrendous ground placeholder. The characters are kind of blurry since I had to scale them down. I'll have to talk to the art team to figure out if we want them bigger on the screen, or leave them this small. Either way the art team will have to create the assets at the proper size so they can be crisp.

Nordic Sol:
Over the past couple weeks I've been working on the conversation system, and earlier this week David Fuson gave me some conversations to put in. I've completed the first conversation, a sort of introduction to the tutorial. I added little character portraits t the conversation window to keep track of who's talking. Ryan Hess also got the background put in, and they look great. We still need to get Mauritz(the main character) in and animated, as well as update all the graphics to the pixelated ones.We'll be having a meeting tomorrow where we'll get as many of the assets in as we can, as well as anything else that needs to be done.


Iguana X:
I've been slacking on working on this, but I got a cardboard box done. I'm pretty happy with the texture, though the corrugations are a little more apparent than I would like. There is also some weirdness on the top of the box where a seem is pretty obvious. Anyway, here it is:
Now I'll probably start working on redoing my magazines I made, I'm just not satisfied with them. After that I plan on texturing the magazines as well as texturing the boy's room.

Well, that's all for now! Thanks for checking in!

Monday, October 22, 2012

A Few Updates - Paper Samurai, Umbra

Paper Samurai:

I'll start off by talking about Paper Samurai, our second Game Jam idea. We ended up only having two people doing the coding for the game, which uses the HTML5-based engine Construct2 . Since the code(Which consists of setting up events, not any 'real' coding) should be pretty easy, we figured we could handle having two people. Bryan Harlow is tackling the menu system, as well as a character customization system, which he has almost done. I've been working on the combat system and getting it to the specifications of our creative director, Michael Otten. All I have left to put in is the adjusted enemy AI and set up the animations, once I get some actual images I can use. More on that in a second... Also, we are setting it up for touch so it can be played on phones, tablets, etc. The code team is moving pretty fast through the features we want accomplished, I just hope the art team is working hard so we can keep on schedule.

Back to what I was saying about giving team members assets they can work with. I was given an document containing the line drawings of the character for the Jam. I was expecting to get either sprite sheets with animations, or at the very least a cropped image that I could just drop into the engine. While it is not that hard to crop them out of the original document and put them into Construct2, I shouldn't have to do that since I'm helping with the code. That's like a team working on a big game and the the art team giving the programmers 3DS Max files with the assets in them instead of exporting them and importing them into the engine. Then when the programmers open the Max files they find that not only do they have to export the asset, but they also have to unwrap it too. It is each teams job to hand over assets to the other team that are ready to be used by the other team. For instance I wouldn't give the art team a list of events that need to be in the game, in some random order, and expect them to do your job for you. Anyway, enough of my rant...It's just something that's been bothering me for a while now.

Umbra:

Since I was already making a post, I figured I'd throw up the models I made for this week. I did some cliffs that (hopefully) will be able to be used in lots of different areas, as well as some rock clusters. Here they are:

Here is one cliff set with two pretty rectangular cliffs.


Here is the same big cliff with a the smaller one more sloped.


Here is a rock cluster that will probably only be used as ground detail, it is pretty small.


And finally we have a large rock formation with a big slanted rock.


All I have left to do is make a some collision meshes for the big rock formation and do a few more concepts for tonight's class. After this week I should be able to start working on specific assets for our level.

Monday, October 15, 2012

Update - Nordic Sol

Some progress has been made on Nordic Sol since my last post on it. The biggest change I think was changing the art style to reflect that of another time, 8-bit! I think by this time we have all, or close to all, of the art assets converted into this pixelated style. This was decided by the creative director for Nordic Sol, David Fuson. Here is our main character with the new style:

I stole this from Dave Troyer's blog!
A couple of the team members finished up with some of their stuff; Ryan Hess made some good looking backgrounds and  Andrew finished up with the nice bunny animations, and they look spiffy! I set up a conversation system that should make it pretty easy to put in new conversations as we need to. We also have a level layout for the Tutorial Island, so we can start compiling everything. That will be probably be the most labor intensive part of this project, compiling everything. There are a lot of animation sets to put together, and specific events created. Once we get everything organized and figure out who will be putting what in it should go by pretty quickly.

Saturday, October 13, 2012

Another Rock Formation - Umbra

Just thought I'd put up a picture of another rock formation I made for class. I don't like this one as much as the first one, but oh well. Here it is:



If I work up enough motivation tomorrow I'll throw up a screenshot of the floating landmasses I've made.

In other news: I started working on the code for our next Game Jam, Paper Samurai, using the Construct2 engine. You play as an origami samurai and you dual other origami samurai. The combat is a simple timing style, you have an object on a line and you have to click when it is close to a mark. There will be three marks, and to determine the winner you have to get a s close to each mark as you can. Whoever is the closest after all three are added up wins the match. So far I have a all of that roughly working. I also have a rudimentary enemy AI woriking, I just need to work on getting the timing sorted out for when they 'click'. Next I'll probably work on setting up the character customization, but we'll see how tomorrow goes and if our creative director for this Jam, Michael Otten, likes the combat code.

Friday, October 12, 2012

Space Wings v.2! - Game Jam!

Well, here it is! I think this is the last version of the game that we'll be doing. It's still missing a few things, but it has almost everything that we wanted in it. Here is a link to the HatJam blog with even more information on what we've been doing.

Some of the things that were added since the last version are: 
  • Added the moonscape in background.
  • Added a  skydome with the stars on it.
  • Switched the health pickup to broccoli.
  • Removed the debug logs.
  • Added Security Cameras.
  • Added Mining area background.
  • Adjusted Boss and Player health.
  • Removed fall damage.
  • Added music.*
  • Changed Force Field switch to touch, instead of use.
  • And, added a pause menu.

I think that is all we added...

While we are done working on it, there were a few things that needed to be worked on. 

First off, the lighting was pretty bad since we kind of slapped the lighting in there so we could see what we were doing. Because of this we have some weird shadows and inconsistent lighting throughout the level.

Secondly we have textures. I'm pretty happy with the textures that made it into the game, but we were missing some pretty important ones...the enemies and the boss bros! Speaking of enemies, we probably should have spent more time trying to get the enemies to only move towards you once you were in view, and somehow make it so if you're firing and the enemies are offscreen, they won't be killed.

And third, we have hardly any sound. Next time we'll need to spend a bit more time on getting the lesser sounds(ambient, enemy, footsteps, etc...) But that is part of the next project.

Overall I think we accomplished what we set out to do. If anything we got a great learning experience out of it. Let us know what you think of it! Here is the link again just in case you overlooked it at the top.

*Note: The background song is called Kalimba by Mr. Scruff. It comes default with Windows.

Monday, October 8, 2012

A Rock Formation - Umbra

I don't think I've posted anything that I've actually worked on for school, so here's a rock formation I modeled for tonight's class. I'm on the landscape team with three other guys. We'll be creating the floating landmasses in the game, as well as any rock formations, cliffs, or other things of that nature. We won't have to deal with texturing them, we have a whole team devoted to materials, and they do a great job!

Enough of my ramble, have some rocks:


Friday, October 5, 2012

Post Mortem - Game Jam!

Since the Jam is pretty much over by now, I figured I would write a post mortem summarizing my thoughts on the process and some suggestions for the next one.

**Warning- This is will be a long post. You have been warned!**

Here is a two sentence summary if you don't want to read it all: We set out to make a sidescrolling platformer involving a chicken with a laser gun attached to its chest as the main character. The principles behind it were good, but a lack of communication and disorganization fowled us up!

I guess to start off I'll go through the different steps; Brainstorming, Team Forming, Development, and Compiling.

Brainstorming:

Review: The brainstorming session for the game jam started out pretty well. We had the idea for everyone to write down two nouns(To decide the main theme/character) and put them into a hat, then everyone write down a game mechanic and put that into a separate hat. By doing this we got some interesting, yet wildly different nouns to try and make a cohesive theme for the game. The first nouns we drew were: Frogs, Chickens, Laser Gun, Trees, Space/Moon, and Generic Genitalia (Which we promptly discarded...) From there we came up with a protagonist of a frog riding a chicken that had a laser gun attached to its chest...pretty thrown together right? The setting we decided on was a moon base, and the trees were converted into broccoli to use as the pickup to replenish health.

After we were done with that hat we started drawing game mechanics from the other one. We pulled: Jumping and Maze/Puzzle. There may have been another (Possibly sidescroller) but I don't quite remember...  Anyway, we came up with a sidescrolling platformer as our game style.

This whole process was pretty cool, and helped us get some ideas that we (probably) wouldn't have come up otherwise. In addition to adding diversity to our brainstorming this also helped with keeping the creative authority dispersed throughout the group as opposed to one person trying to force their view of the game onto the rest of the group. We'll save that for a later game jam.


Suggestions: Overall this method worked pretty well, but there is one minor thing I saw that could have been improved. That would be having a little narrower range on the nouns, or being a little more serious about what nouns we are writing. I know we, as a class, like to have fun and joke around a lot, but we had some pretty ridiculous nouns that weren't really helpful in deciding a theme for the game. Other than that I liked the idea of drawing random ideas from a hat and deciding from there.

Team Forming:

Review: This was the beginning of the disorganization that would plague the rest of the Jam. We loosely broke up into an environment, level design, and a code team. Each team broke up to decide what assets/classes needed. This was pretty chaotic... Each group had a different variation for the game, and there was very little communication between the teams. At one point in the night the level design team asked the coding team a question and the response was, "We have that in the game?" The level design team was mostly responsible for adding new things, but there wasn't very much talking to each other once the initial concept was made. We finally got a list of all the assets and classes that would need to be made and dispersed for the night.

Suggestions: The first thing I would recommend is once everyone has chosen a team that each team decides a team lead. All the team leads can get together and discuss what has been done, what needs to be done, and pass off completed assets to the respective teams. The team leads would also help keep the teams on track and organized. The second thing would be having a more organized meeting for choosing teams and dividing assets. This would help with keeping the view of the game consistent between the groups, as well as providing a better understanding of what each team member will be responsible for.

Development:

Review: This was, for me at least, the vaguest part of the Jam. I only knew what two or three people were supposed to be creating. It wasn't until near the end of the development stage, when the blog was started, that I found out that we had assets ready to be implemented. There was very, very little communication within the team. This led to some people not working on anything after the first asset, since they didn't know what else needed to be done. That led to us missing important assets, like the switches, force field, and some of the code. Overall, this step felt the least organized and probably the step that needed the most improvement.

Suggestions: I think just having the team setup from above would help immensely. If we also have a blog setup to track progress, having the team check it somewhat regularly to get an overview of what has been completed, as well as what is still left to be completed.

Compiling:

Review: This was a mess... the major hardship was getting all the assets and putting them into one package. The reason this was difficult was because a lot of references were broken in the code due to the paths being hardcoded in the code. There was also the problem of having missing textures, or unwraps that didn't quite work in UDK. Some of these things kept the game from truly being testable since it would only run in the editor and not in the 'full' game environment. This is also where we found out that we wouldn't be able to implement the HUD due to a lack of knowledge in how the HUDWrapper class works and not being able to figure out a workaround. During this process, we ended up creating some last minute models and classes to get the game to work more like we had originally imagined.

Suggestions: I think this might work better if each team would put the assets they created into the level themselves. That way the people who are more knowledgeable in that area are the ones implementing them, instead of one/two people at the end trying to learn on the fly how to make things work. This was most apparent when the animations were being implemented, and Andrew had to quickly learn how to set up the anim trees and implement them in the level. To facilitate this it would be helpful to have a place where the current build of the game could be accessed by anyone(Or just the team leads) and still be up to date, instead of trying to pass around the level to whoever needs it.

Overview:

Overall, this project had little to no supervision to help with keeping the different groups organized and compiling a cohesive package. Having a actual team and team lead will probably help with all aspects of the Jam. Also with more communication we'll be able to identify what assets still need to be made, and assign them to people to get them done. With a little more planning I think the next one will go much smoother.

Thank you for sticking around till the end.

Wednesday, October 3, 2012

A Long Awaited Post - Game Jam!

It is finally here!

Thanks to Andrew, we were able to get all the errors preventing the game from running cleared up. I was able to package the game into an executable file. Clicking here will start a download of it. There are still a few little things we need to add: an endgame screen, broccoli health pickups, some sounds perhaps, and possibly some other things I'm forgetting. Oh, we are also missing the textures on all the characters except the main one...so, yea... Other than that everything is mostly how we envisioned.

Anyway, we'll probably have another build out once we wrap those loose ends up. Until then enjoy this one, and don't forget to check out the actual Jam blog! I'll also be posting a post-mortem of the whole game jam process in a day or two going over what I thought about it, as well as some suggestions for the next one.

Thanks for hanging in there guys!

Monday, October 1, 2012

Some Textures! - Iguana X

Here is the tank and stand that I posted the other day with all the textures applied to them.


Now that they are done I can start figuring out what I want to model next for this project. Maybe some clutter for under the bed, or the bed itself, depending on what Andrew (You should check out the picture of the desk/chair/computer he posted for this.) wants to model. Ryan Hess, the creative mind behind this animation, has started on the concepts for the boy and iguana and will be modeling and animating both of them.

On another note: I noticed that if you click on some of the images in my previous posts the color would be way off from the smaller image. I tracked this down to images that I save directly from the 3DS Max render window. From now on I'll save it out through Photoshop, which seems to resolve the issue. Sorry about that guys.

Update - Game Jam!

Well, I think the level is about as good as it's going to get without dumping a lot more time into fixing/figuring out little things. We have just a couple more assets to throw in, but things work more or less like they should. Unfortunately the HUD wasn't implemented, I was having a hard time getting it to work correctly. The menu works though!

I'll have to talk to Dave or Andrew about the game crashing when played in anything but the editor... Hopefully we can get it straightened out so we can actually get this thing into an executable and be done with it.

Anyway, here is a screenshot of the cafeteria area of the map:


And here is the force field barring the way to the cafeteria, as well as the first boss, the Fat Bro:


Thank you for hanging in there with us as we are working through our first Game Jam!

Tuesday, September 25, 2012

In Other News! - Nordic Sol

While I've mostly been posting stuff on the Game Jam, I have not forgotten about Nordic Sol. We've been pretty busy with the Jam, so not much progress has been made on Nordic Sol unfortunately. Over the past week I've worked on it here and there.

Some of the things I fixed/added are:

  • Added a temporary bump damage to the player when an enemy hits you.
  • Fixed an issue where the health/stamina bar wasn't updating when hit by the enemy.
  • Added a few more graphics to the shop, but am waiting or the rest of the graphics to be completed.
  • Added damage to the player attacks and added enemy health/health bar. 
  • Added a charge bar for the powershot on the bow.
  • Set up the scrolling to follow the player correctly.


Bryan Harlow added two temporary enemies so we can get some of the attacks/health stuff out of the way. He even got it so they patrol an area and not walk off the edge of the map. Good job Bryan!

At the moment the visuals of the game are at a pretty rough state:

Bow charging after firing a shot:


The shop with a few of the graphic put in:


As you can see it still has quite a ways to go, but we're slowing adding to it. Hopefully I can get the main character graphics put in and finalized here in the next week or two, as well as the shop finished up. I'll try and keep posting updates after significant changes happen.


An Iguana Tank - Iguana X

My roommate asked if Andrew and I wanted to help him with an animation he's been mulling around for a while, which I've dubbed "Iguana X" for the time being. The main characters are an iguana and its owner, a high school boy. I was asked to make the iguana tank and stand. So far I only have the tank itself textured, but have almost the whole stand and tank accessories modeled.


  • Here are all the models I have done so far: 


  • Here is the textured iguana tank:


  • Here is a closer look at the sticker on the tank:




  • And again without the text:


The sticker was my first attempt at 'hand-painting' a texture. I think it looks pretty decent for a first try. I don't really like the waves, but I couldn't figure out a better way to do them. 

 Once the boss approves the models I can start texturing the rest of them.

Even More Assets - Game Jam!

As we are compiling the level, we are still finding a model here and there that got overlooked in the initial distributing of assets. Here is a sawhorse with "Caution!" on it and an orange cone, for the area of the map under construction. Here they are:


  • Sawhorse:



  • Sawhorses with some cones:



Pretty simple models, but they'll work. Now to get them into the level! 

Getting the level put together is taking a little longer than we anticipated, sorry about that. We ran into some issues with the animations as well as we were missing some classes needed for the enemies. We've got almost all of it put back together and fixed up up, so it shouldn't be too much longer till we have the level completed.

Sunday, September 23, 2012

Switches - Game Jam!

As we have been compiling the level we found a few things that still needed to be modeled. Two of these were a keycard and a switch to use the keycard in. So, I made them.


  • Keycards:



  • Switches:

The switches look a little flat, but they are going to be in the back of the level and primarily straight on. Now to get these to Andrew Talarico(Check out his Tumblr with some of his work) so he can put them into the level.

In other news I'll be posting an update on Nordic Sol, as well as some models for an animation two of my roomates and I started working on. 

Thursday, September 20, 2012

Scaleform Menu Tutorial

I thought I would put up a Scaleform tutorial I made for a class last quarter on creating a main menu. As far as I can tell it is complete and works. If you find any inconsistencies or errors let me know and I'll try and figure out where I went wrong.

The tutorial has two parts. The first one goes over creating a basic SWF and how to make it show up in UDK. The second part goes over how creating a menu. The menu will have an options page with adjustable volume(Master, Music, and Sound FX), resolution, fullscreen, and key binds(setting which buttons do which actions). The last part of the tutorial goes over how to make your map the default map when you package the game.

Anyway, here it is: Scaleform Menu Tutorial

*Note: I have not had any extensive experience with Unrealscript, or even Actionscript, so there may be ways to optimize the code.

I may make a new tutorial once we get done with our UI class, but that will be a few months from now.

Tuesday, September 18, 2012

Another HUD and Menu Update - Game Jam!

Finally got the main menu and the HUD completed and functional, with graphics provided by Justin Bucher. Thanks Justin!

Here are some images of it:
The HUD. The Laser changes color depending on what weapon you have, and the ammo count changes accordingly as well.

The main page of the menu with a little chicken foot shaped boot as a cursor.

 And the Credits page.

Now all I need to do is give the HUD and menu to the guys that are putting the level together.

Monday, September 17, 2012

HUD and Main Menu Update - Game Jam!

We now have a working HUD for the Jam, only it is not as clean as I would have liked it to be. In the three days I was working on it I couldn't figure out how the standard UDK HUD actually works, like what makes the ammo count go down in the SWF when you fire the gun in UDK. Anyway, I think we'll get it all figured out in our UI class this quarter. In the mean time I have a workaround using Kismet and a lot of Actionscript. The main menu has all of it's functionality, once I can put a specific function into our Jam's Player Controller class.

Here is my workaround in Kismet:
*Note: this is a very messy workaround with duplication in actions between AS3 and Kismet, but that was what it took to get the effects we wanted.


  • The main sequence where the sub-sequences and named variables are stored.


  • This sequence handles the main menu, as well as opening the HUD.




  • In this sequence, this will reduce the ammo count by 1 every time the gun is fired if the primary gun is not equipped , as well as setting the weapon to the default one once an alternate gun  runs out of ammo.




  • This sequence controls weapon switching, and receiving the call from the ReduceAmmo Sequence to change to the default weapon.


I ended up using quite a few named variables throughout the Kismet for the HUD. This allowed me to break the different function into their own sub-sequences for greater organization. One thing I learned about named variables is that they have to be in the main sequence in order to be used by the sub-sequences. This means that if I want to reference AmmoCount in my WepSelecting sub-sequence, but it is declared in my ReduceAmmo sub-sequence, it will not find the reference to it. To fix this I put all the named variables in the main sequence, which is accessed by both the ReduceAmmo and WepSelecting sub-sequences. I also learned about the 'Finish Sequence' and the 'Sequence Activated' Kismet nodes. These allow you to link nodes in one sub-sequence to another node in a different sub-sequence. 'Finish Sequence' acts as the 'Output' for the sequence while the 'Sequence Activated' acts as the 'Input'. Both of these nodes can be named to use as a reference when determining which Sequence 'Output' goes to which Sequence 'Input'.

Anyway, tonight after class we'll be putting together as much we can. Hopefully I'll be able to get the graphics for the main menu and the HUD tonight and implement them.

Saturday, September 15, 2012

Cafeteria - Game Jam!

Here we have the last of the models textured. The tables look a little plain, but that's what we're going for.


Now that I have my models done I can go back to figuring out the HUD class so we can have a custom HUD for the Jam. 

HatJam Blog

Just a small update: Here is the official blog for our Game Jam. It is being updated by David Troyer(Check out his personal blog as well, good stuff on there.), our 'producer' for the Jam. On the blog you can find more information about the Jam, as well as more images of what everyone has been working on. Dave even wrote up a post on what he thinks being a producer is. There's a lot of pretty cool information in the blog.

Medical Bay Textures Completed - Game Jam!

Ok, so I got the "Go Ahead" to continue my texturing work. I finished up the textures for the medical equipment. Here are the two containers with variations on the color schemes:


And here are all of the models with their textures:


Now on to getting the cafeteria textures done...

We're wrapping up the Game Jam. We've started putting everything into the level and finishing up the remaining things. We're hoping to have it mostly done by Monday.