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Showing posts with label game development. Show all posts
Showing posts with label game development. Show all posts

Monday, May 21, 2018

This Week in Game-Guru - 05/21/2018

Official Game-Guru News:

So there's a lot of traffic at this point on Game-Guru.  Lots of bugs being squashed.  Looks like lighting is getting looked at, specifically an SDK called 'enlighten' as a possible solution.  In the meantime there's a host of new functions on the github iteration of Game-Guru that are lighting related.  Looks like I might need to go make an Advanced lighting kit :)  ...


Also in official news there apparently progress being made on an underwater state for the player, which should really open up the gates as to how water is handled.  Lastly it appears that mega pack 3 has gotten more PBR assets - the roofs really pop with the shine they have now!



Check it out here:
https://www.thegamecreators.com/post/gameguru-mega-pack-3-dlc-update-2

New Products On The Store: 




So a few new things available.  I'm really digging these complex and ornately textured lamps by Mad Lobster.  Reliquia has made some absolutely amazing skies which you should absolutely take a look at.  I've noticed that the quality on campana production's models has gone up, check out this cow skull!  And lastly Shadow Man appears to continue to be on his building-making rampage.



Free Stuff:

Good lord, there's a crateload.
https://forum.game-guru.com/thread/219680 - A must have ... Reliquia has put 16 free zombies up!

https://forum.game-guru.com/thread/219692 - Lafette II has put up two zombie kids and some desert props.  Be aware that having shootable children may violate local laws (Notably in Germany).  Caveat Emptor.
https://forum.game-guru.com/thread/219523 - Here's a good AI script for the soldier, a wandering type script. 

So from here, I'm going to stop and just sort of separate things so you can really get a sense of how important these next two are.

https://forum.game-guru.com/thread/215012?page=16#msg2600572 - This has been a Long, LONG time comingAmenmoses and Bod have teamed up to make a really awesome vehicle script for a truck - this looks and feels awesome. 





https://forum.game-guru.com/thread/219628 - Honkeyboy has added his own flavor to the drivable vehicle scene with this racing bike script!

Those two should keep you busy for a while.  Amazing stuff, truly.  Looks like I owe someone a prize from my bounty board!
 

Third Party Tools:

I'm working on the notepad++ update.  It's a lot of work because they keep making updates over at github!  But it's coming along.  There's a LOT of XML to pour through and verify/cross check.


Random Acts of Creativity:

https://forum.game-guru.com/thread/219296?page=1#msg2600665  - DK's latest update in his wasteland saga.  Looks good though personally I gave him the following input on discord:
"So observations @Duchenkuke for your test #3 - 1) I don't like the new coloring. There's not enough contrast. It looks too black, white, grey, and drab. Sorry! 2) The inventory looks easy to use but I'd really work on cleaning up the interface elements. Maybe use a color other than white (maybe a white-orange?), some asymmetrically sized boxes, etc. 3) The vehicle was awesome. What kidney do I have to give you so I can build a truck driving game for my son? Overall though your level design looks fantastic. Your use of clutter is second to none and honestly aside from the coloration issues I'd say you're coming along really well."


In my own works:


I'm continuing to procure more items and art for the book's sidecar modules.
It's a lot of headache but at the same time there's a big payoff for those who will purchase by getting a combination of high quality free, store, and exclusive assets.

Monday, May 7, 2018

This Week in Game-Guru - 05/07/18

Been remarkably bouncing between different types of colds this week, currently dealing with a chest cold.  It's been a special form of hell for about 7 days now.

So with that, here's your 'Game-Guru in a nutshell' for this week.

Game-Guru News


Nothing particularly new but it appears there's a lot of feature fixes/updates on the issues tracker at GitHub so we'll probably see some forward motion again and soon.

Don't forget to help donate if you want to speed along development:  https://www.thegamecreators.com/donate/project/1721

New Items on the Store


Tarkus remastered his 'Desolation' Audio kit: https://www.tgcstore.net/pack/11026
Alfredx10 (An old hat from the FPSC days) put up a tile kit, presumably for the EBE? https://www.tgcstore.net/pack/11025
Tazman put up a gothic furniture pack with PBR textures: https://www.tgcstore.net/pack/11023

We also have these awesome single individual items available for download on the store now:

I'm really liking the new stuff from 'that model guy' though all of these look really useful!

Free Stuff


Want to go bowling in game-guru?  Check this out: Click Here
Graphix made a 'by request' birthday cake for GG that looks damn good: Click Here
Some nice free cars I missed by BOD (PBR): Civilian edition Police edition
 

Third Party Programs


No news that I'm aware of.



Random Acts of Creativity


This week's must-see screenshots are from DuchenKuke (of course!):




 I mean aside from a little heavy-handedness on the lens flares, WOW.  Great work DK!

Len the man is continuing his work on his Wild-West shooter, which I'm happy to see!
And Cybernessence added a pretty sweet looking new NPC here: https://forum.game-guru.com/thread/213870?page=4#msg2600203


In my own Works

So in my own stuff, I am happy to say I've secured a few more goodies for the book release sidecar products including some weapons and products from BSP!  This is a huge win for those looking to purchase my book.  I really want to give a big value to anyone who does invest in it when it becomes available early 2019.   I'm going to have demo maps, games, breakdowns, custom assets, free assets, you name it.  Lots of good stuff going into the book for you, the readers!

The book itself is coming along.  I just slogged through my EBE tutorial section which was admittedly less fun than I'd like.  I will undoubtedly be revisiting that section again, but thems the breaks!

Till next week!

Monday, April 30, 2018

This Week in Game-Guru - 04/30/2018

OFFICIAL GAME-GURU NEWS:


Game-Guru has officially updated!  Queue the fireworks, beer, and cheers people!  It's the full DX11 release with all the associated Github and PP releases that we've come to know, love, and sometimes despise.

This represents a huge departure for Game-Guru and as such you will want to really give your stuff a thorough once-over before you test.

In the meantime we have a new pack to help celebrate, with full PBR models - https://www.thegamecreators.com/post/gameguru-construction-site-pack-released

There's some really nice looking stuff in those kits so give em a look!

NEW PRODUCTS IN THE STORE:


The store has a massive smattering of new products this week and while many are great (nice to see Tazman experimenting with PBR, for instance!)  - I have to say BSP shattered expectations with some damn fine looking stuff.


As you can see these are some top shelf products!  There's also some really good stuff by GraPhiX, that model guy, and relative newcomer mechanic.  Pasquill has also added some new cars, which are always worth a look.  These appear to be the first PBR enabled vehicles so give them a double take!

I also have to chime in that I love Shadow Man's style.  So I follow him on the store (amongst others) and while he's not a super-prolific author his stuff is top notch and worth a look if you're into cyberpunk/sci-fi/modern styles.

Of course most of these are available in well priced packs so spend wisely:




FREE STUFF:

Not much going on here, but we already have lots of nice new shinies to play with so let's hold off either way for next week!


THIRD PARTY TOOLS:


The latest version of the Heightmap 2 GG program is out and available for download here:
https://forum.game-guru.com/thread/218876?page=3#msg2599966

RANDOM ACTS OF CREATIVITY:

Cybernessence did a great job with some coolscripting in his upcoming game 'The Cogwheel Chronicles'.


That's the kind of inventive stuff that keeps people interested in your product, people.


IN MY OWN WORKS:


My own products will need a thorough 'going over' for the latest revision of Game-Guru.  I will need to take some time this week to set aside and test it thoroughly then bug-fix whatever new problems cropped up from the latest revision.

The book continues to slog along though I literally got NOTHING done due to my day job's total focus last week along with my family getting sick upon my return.

Keep an eye out here for more updates.  If you are encountering any problems with the Time of Day and Weather system please let me know ASAP via this blog or via the ticket system on http://en.tgcstore.net

Monday, April 16, 2018

This Week in Game Guru - 4/16/2018

Official Game-Guru News:


I really dig the constant release cycle we're seeing from Game-Guru and TGC now that it's gone to GitHub.  Here are the full details on the 04.14.18 PP (Public Preview) release available on steam:

https://forum.game-guru.com/thread/219574

This one seems to be more of a bugfix/legacy components fix and users are reporting good results.  That means we're inching closer to a production stable build.

There's also some good PBR work being done on Mega Pack 2 (one of my favorites) - get the info here: https://www.game-guru.com/news-post/gameguru-mega-pack-2-dlc-update

New Products On The Store:



Not a lot going on but some interesting stuff.  GraPhix continues his PBR work with a nice looking bus stop.  One thing that stands out is that the glass isn't suffering that awful 'everything past the second pane gets deleted' bug so it should work flawlessly by the look of it.

There's a house set if you're interested by relative newcomer 'Homewreckers studio' and some very nice snow decals by RoseMadder (I always love innovative uses of the decal system).

Lastly there's a Randomized Sound System by Corrosion, who continues his utility scripting.  This particular one looks really useful and I might consider getting it myself.  Definitely give it a view!

Free Stuff:


Honkeyboy has some free mechs (WOO!) here: https://forum.game-guru.com/thread/219571
Bod has revamped his old lighthouses (I'm super excited about this): https://forum.game-guru.com/thread/215012?page=16#msg2599005
JPH-Games keeps adding to his "Industrial PBR pack": https://forum.game-guru.com/thread/219529#msg2599080
Graphix has honestly got too much for me to list. See his megathread here: https://forum.game-guru.com/thread/217932?page=10



Third Party:

There's a pretty big update for AGK but that's really only useful for people using GG Loader, at least from this blog's standpoint.  Beyond that, apologies but I haven't sifted through the mountains of posts on the forum about updates.  Suffice it to say we should expect a lot of integration of utilities in the near future into GG public releases.

Random Acts of Creativity:

So this is the area I'm *MOST* excited about.  We have two mega updates here that need some attention.  Firstly, of course, is Dimoxinil's "Space Losers".  This game continues it's march towards completion and there's also a recipe for cooking eggs buried in there?  That's definitely a new one.
He's added a savegame feature, day/night transition, a friendly NPC, and a village.
Details here: https://forum.game-guru.com/thread/217908?page=4#msg2599091

Next I noticed on the Game-Guru Discord (Yes, that is a thing - it can be found here: https://discordapp.com/channels/332652927082692609/332652927082692609  )

That DuchenKuke had posted a pretty awesome update and test video for his upcoming fallout/STALKER style game.  You can watch that video here (highly recommended as it's informative just in the sense of learning how to use terrain effectively):

This is absolutely gorgeous and he's done a great job.  My comments in full can be found at the video.


In My Own Works:


Ugh.  Don't remind me that I have more work to do.  I added about 3000 words last week to my book, which is pushing 145 pages now, unformatted.  There is a ton of extra work to do.

Monday, April 9, 2018

This Week in Game-Guru - 4/9/2018

Apologies for last week.  I missed the update completely as my day job as Chief Linux Systems Engineer is reaching it's yearly crescendo (culminating in early May) and so I'm finding myself exceptionally busy, compared to what I would only term the 'off season' where it's much easier to focus on secondary tasks, which unfortunately this blog falls into.

As such you may notice for a few weeks a reduced focus on this blog but I promise you it will return as soon as I can steadily manage it.  I'd like to give a quick shout-out to Graphix for a freebie he sent me (unsolicited) as thanks for the blog.  Give his products a look here - he's been doing some great things with the new PBR system. 


OFFICIAL GAME-GURU NEWS:


Not sure what I can say here.  Work continues, Preben is doing a lot of fantastic things with the shaders for DX11 but there's some serious issues that are still being worked on.  So as such we're stuck with a more updated public preview edition but hopefully will see movement forward towards a stable 'release' sometime soon.  To be sure, this is not the upgrade path I'd have chosen if I were Lee.

NEW PRODUCTS IN THE STORE:




Teabone (the king of clutter objects, IMO) has released a few new pieces of high quality clutter objects, notably some paintings.

There's also some interesting medieval horror objects by Lafette that literally the first words out of my mouth were (and I quote): "Wow!  That's.. really really nice.  I mean that's absolutely top shelf stuff."  And the best part is?  They're EXTREMELY WELL PRICED.  I mean the entire pack is something like 7 dollars, US.   This is something on the level of Wizard of ID level of quality, for a fraction of the price.  Definitely worth the investment.


FREE STUFF:


There's a fairly large body of 'free stuff' to go through:
First of all, Bod has made some new PBR remakes of his old stuff that look great!
Second we have Lafette (same one as above) making some 'free little mountains' which honestly are fantastic!  I hope to be able to include them with my book!
Thirdly we have a 'free PBR industrial pack' by JPH Games
Here's a script for making a MOHAA (Medal of Honor, Allied Assault man I haven't played that game in a lonnnng time) style bomb script: https://forum.game-guru.com/thread/219519
And lastly there's a pretty great script set of RPG style functions. 

All in all, a pretty solid week for freebies!


THIRD PARTY TOOLS:


Some news:  The Heightmap Importation tool is being integrated into the GitHub source - eventually!  Still, this is a huge bit of news and I'm excited to see it finally getting it's day in the sun.

Also GG loader by Preben has gotten another update of some underwater shaders.  That guy has a lot of free time.  I don't know how he does it.


RANDOM ACTS OF CREATIVITY:
There's too much to cover (cries quietly)...*takes a deep breath*

Bugsy added cubemapping to some objects in his Redacted2 shooter - https://forum.game-guru.com/thread/216903?page=3#msg2595699

Murmia, that weird game by 'beanz' is coming along nicely: https://forum.game-guru.com/thread/218909?page=1#msg2597459

Death House of Barker Creek by new creator 'HellreaperX' looks like a solid first attempt: https://forum.game-guru.com/thread/219542

Urban Explorer by Tarkus1971 looks promising but needs some fine tuning: https://forum.game-guru.com/thread/219549

Lastly there's a really fantastic update by Cybernessence that needs to be seen to be believed for his Cogwheel Chronicles masterwork.  His day night transitions are looking good! https://forum.game-guru.com/thread/213870?page=4

IN MY OWN WORKS:


The book is making steady progress though a lot of the lower hanging fruit is taken.  One interesting tidbit I posted online which readers of this blog might find interesting is my analysis of what's wrong with using the base AI without a navigation mesh for it:

https://forum.game-guru.com/thread/219508#msg2598602

Check it out.  I'll discuss it in more depth in the book, by a large margin.

Wednesday, March 14, 2018

Game-Guru and Female Gamers

My wife is a hardcore female gamer.  She maintains a fairly popular YouTube channel (https://www.youtube.com/user/Mmogurl).  While I cannot speak for her directly, I will note some observations about her experiences with gaming, being a woman, and gamedev.

You see, she's been a long time horror fan.  I mean long time; as long or longer than I've known her.
She loves Silent Hill; she maintained a pretty high traffic website back in the early 2000's on it.  It crushed her to see Silent Hills (she's not a Koijima fangirl).  It reduced her to rubble when she saw him quit, destroy all existing progress on it, and essentially cause a hard reset for the franchise.  The look in her eyes when I told her it'd be 4 more years from that point before she'd see another SH game was difficult indeed.

So in her mind, she wants to make her OWN horror game.  To her credit (reasons like this are why I married the woman) she put her money where her mouth was and started learning Unity and Unreal.  She's made some impressive stuff for someone with no training in any formal capacity and no real background in GameDev.

She however sees my work in Game-Guru and is interested.  Unfortunately there are literally almost no female models to work with on the store.  She knows I'm writing a book on Game-Guru and have tons of experience with the system - but there's simply nothing there to pull her in for her own projects.

So .. just a little suggestion for developers reading this - please add some female-friendly stuff to the store - it might help attract at least one new buyer I can think of!




Tuesday, March 6, 2018

Some forward progress worth reporting!

Just a quick little update post:
I've got a source for my Legal, Marketing and Distribution catch-all chapter that's been very forthcoming.  He's one of the premier artists and creators in the Game-Guru community who has actually had good success so it's important to me to get his details on how he was able to achieve that.

I also contacted a former artist in the Game Guru community who has been kind enough to provide me with my first batch of art for my book.  This custom art is something he had already created but since he's done with Game-Guru he'll allow me to distribute it with the book freely :).   So thanks Mio!

I am still looking for more artists and providers.  I don't have a lot to offer at this point so if you're interested in helping out (and a place in the acknowledgements section) let me know!

Monday, March 5, 2018

This week in Game-Guru - 03/05/2018

Just a reminder that I spend a few hours on this site every week and new subs are appreciated greatly.  I don't make a cent on it and just want to keep interest in Game-Guru alive so spread the word and use the subscribe link on the right for more expert analysis and weekly reports :)


ENGINE UPDATE PROGRESS REPORT

I think it's fair to say we've been waiting a while for a real update.
Public Preview 2 is out and we've had some time to evaluate it.  It's not as bad as the first public preview, in my opinion, but it still has miles to go as evidenced by the github repo issues log: https://github.com/TheGameCreators/GameGuruRepo/issues

This is disturbing because I think when we started down this road to DX11 we never expected we'd be sitting on the same FUNCTIONAL stable version of Game-Guru for nearly a year.  We're going on 10 months now since the last real update to Game-Guru.  I cannot understand why the decision was made to not at least offer simple proven bugfixes to the base DX9 edition.  I cannot also understand why the DX11 edition wasn't spun off into a separate purchase option but that's just me being my usual Capitalist pig self.


NEW PRODUCTS IN THE STORE

My LightKit is on sale this week for $2 USD: https://www.tgcstore.net/product/30936
This week can be boiled down to two distinct updates of new content:

First - we have a whole western themed town, which is a fantastic addition to the store and really fits a pretty empty niche.

This is just a fraction of the immense asset list.
 
On top of that, it has a significant degree of quality that makes it worth the $19.99 pack price being asked.  The kit includes around 80 models in varying levels of quality from 100 to 6000 polys with one outlier in the 9000+ range.  Some of the models have an extremely simple design but the texturing is expertly done.  For this guy, that's hugely important.
The artist Sula has the pack available on the store here: https://www.tgcstore.net/pack/11009



Second we have a sort of 'dueling tree competition' between m2design and honkeyboy.


I'm not sure why, but both of them have submitted trees to the store for your perusal.  There's already a lot of trees on the store but hey, what's a few more right?


FREE STUFF

 - GraphiX continues his free weapon parade with this awesome drill-bit shooting gun: https://forum.game-guru.com/thread/219394
I'm always in favor of new free weapons, as they are time consuming to make and usually cost a fair amount on the store.  So anytime someone is generous enough to provide even something halfway decent, it's a boon for the rest of us.  This however is a really nice piece with excellent texturing.  Not wild about the colors but the actual textures look great!

 - Dvader came out of the woodwork to provide some interesting water wave code with the new PP water lua functionality: https://forum.game-guru.com/thread/219404

THIRD PARTY TOOLS


Just a reminder I haven't updated my Notepad++ API yet for the newest PP commands.  I'll get to it soon enough :)

RANDOM ACTS OF CREATIVITY

https://www.youtube.com/watch?v=5l39r6rnaFo - A new developer put together a solid looking ' lush forest ' in Game-Guru.  Good stuff.
Dimoxinil updated again with respect to his PBR work.  Still looks phenomenal.

Wolf's change to Acythian - He updated saying he's renaming the project listed as Acythian to... something else.  He's going to start a new project for Acythian that he feels is better suited for it.
'Guns of Solo' - Not a bad first try for a project, in fact a pretty good one.  Levels look well designed, use of custom assets is decent enough.  I have to say it's a pretty good attempt and I hope he takes the time to finish it.

IN MY OWN WORKS

 - added several thousand words to book, almost finishing one of the final chapters on selling, legal information and dealing with hostile customers.
- current word count sits at 37,000+ out of a projected 120,000+.

Getting there :)

Monday, February 19, 2018

This Week in Game-Guru - 02/19/2018

This week's update will be short and brief.

A few major components that are worth mentioning in my area at the end about my own works.

ENGINE UPDATE PROGRESS REPORT

This week was a HUGE week for Game-Guru.  Lee dropped a new public preview update onto our heads and aside from a minor issue with one of my levels loading a strange view (due to something wonky with the AI waypoint system causing my camera to screw up) it is a MASSIVE improvement.  Speeds are way up.  Weird stutter and lag is gone.  Crashes caused by decals are gone.  Other associated fixes are still on the way.  Impressively, Preben (a forum member who does a lot of code fixes for us) has been getting increasingly involved and it shows.  Updates to the update came in quick succession with minor bugfixes deployed often times in several same-day hotfixes.  It's a huge jump.  Expect a little delay before the next major release as they transition this PP to an actual Game-Guru release around April.  For now, it's a great gift and seems to really run well on my system.

Full notes and information can be found both here: https://forum.game-guru.com/thread/219024
And on the news update here: https://www.game-guru.com/news-post/gameguru-new-public-preview

NEW PRODUCTS IN THE STORE

This week on the store we have several new items.

You're not dreaming, my name is actually up there for once.
Mstockton has put in a low-priced 'burn pile' for junkyards.  I like it though I do wish the texturing was a little better.  That said it's impressively low priced so it could definitely find a home in your inventory.  https://www.tgcstore.net/pack/11005

Also we have several updates - Teabone has added a 'gain health by drinking water' script.  It's expressly listed as being similar to the ones in Skyrim and Fallout.  https://www.tgcstore.net/product/31049

Graphix has also included something eerily reminiscent of fallout - a 'mech hangar'.  This is a nice piece though I do wish he'd have done a little more to differentiate it from Fallout 4's power armor station.  I worry that one might run into some snags legally if they used it in a product for sale.
https://www.tgcstore.net/pack/11006

AlexGCC has put together a DAMN fine building called the 'derelict building'.  This building unfortunately has a slightly ajar door but the overwhelmingly high quality output of the model makes up for that little misgiving I have.  It's priced to sell.  https://www.tgcstore.net/product/31046

Lastly my own product - the Camerakit (aka camkit) is on the store.  This product is expressly designed to make camera work for security monitors, cutscenes, etc much easier for the average user.  More on how and why down below but for now, check out this video:


It can be picked up from the store here:  https://www.tgcstore.net/product/31048  (NOTE - IT'S on sale until 2/25!)

FREE STUFF

The realm of free stuff has really slowed down a lot. 

This is all I could find this week - an updated copy of the sandstone building that comes with the base Game-Guru system: https://forum.game-guru.com/attachment/18255

THIRD PARTY TOOLS


Looks like OldPman is still improving the normalizator utility which I understand will have full PBR support if not now, then soon.  Latest update is as follows:

Hey. Pirate Myke and Earthling45 , thanks for the feedback.
I'm working on expanding the toolkit at the moment and there will be many opportunities added. A square brush, applying text, stamps is the first on my desktop. Adding the color of the texture and several other filters are now also in development. If you had in mind the choice of the color of the brush, then to the left of the alpha under the paint button, there is a rectangle clicking on which you open the colorpicker.

- OldPMan

This is a really good utility I need to get my mitts on when I get some free time.

RANDOM ACTS OF CREATIVITY

There's a lot of stuff on youtube.  I found a new project with a purported '239 hours' of development.  That's quite a lot for a single project!  https://www.youtube.com/watch?v=xP4I-Xq1auA

There's also this great lighting tutorial by DuchenKuke: https://www.youtube.com/watch?v=d6-7m6QLQMA

He also made a pretty good mountain-making tutorial showcasing an interesting method of using the flattener tool to create realistic shapes.  https://www.youtube.com/watch?v=RlLS7Kts9mI

And a totally Russian (I think?) tutorial.  Feel free to watch it if you dare, though I recommend using auto-translate to read it.  https://www.youtube.com/watch?v=eb1zCS8kPxw

Lastly Teabone (a generally awesome forum-bro) has been doing some really great scripting work of his own: https://www.youtube.com/watch?v=uVjoOoSRzwg

IN MY OWN WORKS


So I just wanted to bring up a few things, things which are going on in my world here.  Foremost, I have my Camera Kit (shown above!) on the store.  This project has been a while in the making and has some really cool features such as tracking, re-use, multi-camera setups, cutscene style location triggers and more.  I may add a trigger zone in the future but for now I have more than enough to get people started.  This kit came from my work with the Notepad++ API I made.   I realized camera controls in this game engine could be fairly complex.  I wondered if maybe it'd be easier to have a camera that had a place you could easily point to instead of calculating Euler angles and rotations.  I mean who really wants to use a rotation matrix just to figure out where to place a camera?!  So I created a very simple camera system which sort of blossomed from there into an easy to use kit for the 'everyman'. 

Simply place an object, attach the camera initiator, then choose it's target.  Easy!

The multi-cam system works the same, except the camera and initiator are separated so you can multiple cameras. 

Next, I submitted my proposal to a publisher.
What, you ask?

Let me say that again - I submitted my Game-Guru book proposal to a publisher.  I've been in contact with several prominent forum members,  Lee, Rick V, and a publishing house (CRC Press).  I am currently working on a very lengthy print-on-paper book which will be a start to finish guide to Game-Guru.  I'm looking forward to working on that over the next year.  It will be eating a lot of my spare cycles but I don't mind even in the slightest.

The book is probably going to be on the order of 430 pages, tons of pictures, tutorials, a complete walkthrough of how to build a high quality game, and more.  Keep an eye out for more details as I complete the work on it.

Tuesday, February 13, 2018

This Week in Game-Guru - 02/12/2018

Sorry for the delayed update this week.  Family's been sick and I'm not feeling that great myself.

ENGINE UPDATE PROGRESS REPORT


Currently the engine appears to have a PP version brewing for mid-February which should resolve many of the issues we've seen with a quick followup (hopefully) to a regular release.  That'll put us on track for Lee's usual 6 month release cycle for major changes.  

Beyond that it appears there's ongoing work on previous download content and add-ons for Game-Guru getting the 'PBR treatment'.  This includes now the Mega Pack 1 DLC as mentioned here.

NEW PRODUCTS IN THE STORE


Mad lobster keeps adding more and more to his laboratory kit.  I'm astonished he'd continue to give current owners extra value on what was ALREADY a good value.  The price of the kit HAS gone up to reflect that, but if you're a current owner make sure you download the latest goodies for the laboratory kit. 


It looks like the venerable (and somewhat wacky) Colosso has increased his proficiency at modeling considerably and his newer objects continue to add quality and value to his portfolio.  His newest pack and objects are proof of that.

Teabone has added some fine clutter objects, including the best looking food object I've seen in a long time.  Not sure how he does it, but definitely worth a purchase for that low of a price.

Also, as a side note, purchasers of my Advanced Time of Day and Weather kit will have an update available to them.  It's a fairly major bugfix and update.  You can see the details below in the 'in my own works' section.

FREE STUFF


The big news here is that Lafette has given away a very major piece of work for free out of what seems to be boredom with the project.  It's an extremely high quality science fiction kit that can be found here: https://forum.game-guru.com/thread/219315

THIRD PARTY TOOLS


Heightmap import (HIMP) tool is on hold due to BOTR having a newborn son.  Congrats!
Entity welder is also on hold for the same reason.


RANDOM ACTS OF CREATIVITY


Looks like Dimoxiland is doing some more work on his project "Space Losers" for GG.  These updates are always exciting because he's pretty much the cream of the crop for Game-Guru developers.  Check out this screenshot!



That's what I'm talking about. All custom code, graphics, etc. It's impressive beyond any reason and if he finishes it will probably put Game-Guru on the map.


IN MY OWN WORKS


As mentioned my Advanced Time of Day and Weather kit has had some fairly major updates.

 02/12/2018    
  • Added specular effect for snow to give it whitish appearance for terrain objects on highest values.  I basically changed specularity to 50x for white.  This can be commented out if it's not desirable but overall I think it works well enough considering the engine itself.
  • Repaired broken build with files specifically from PP dev build of mine cross-pollinating live non-pp (DX9) build. 
  • updated test map file
  • Fixed/repaired time function(s), they sync to states now and also rollover seamlessly day to day 
  • Fixed broken cycleloopcounter pointers which were still working in old code (singleuse/singlestate/etc). 
  • Fixed bag_w_indoors script, huzzah!
  • Added 'pp' versions of the weather effects.  If they don't work, let me know the error you get. 
So to sum up I basically had a non-pp build get mixed with a pp build that accidentally got uploaded. I basically made separate FPE files at this point for the PP weather effect decals which can be used in place.  The script remains the same for both as it will function on both.  I'm also including both .fx files for the effectbank folder which should resolve any conflict between the two versions.  The biggest fix is the resolution of the w_indoors script, which now functions seamlessly.

Camerakit is almost ready to be bundled up and posted to the store, expect that very shortly!

Wednesday, January 31, 2018

Lessons Learned from Deus Ex: Mankind Divided (DEMD)


Minor update: In the lower portion I have some errors which were corrected by Sylvain Douce, the Senior Technical Designer @ Eidos Montreal (who made DEMD).  He states:

"Very good piece! One minor things: AI middleware we used for DXHR and DXMD is Navpower ( ), everything else was built in-house."

Also, it's extremely awesome of him to read it, enjoy it, and retweet it! Thanks a lot Sylvain!

---------------------------------------------------

I don't think it's any great secret that I love Sci-Fi, especally cyberpunk dystopian themed sci-fi.   While I find Bladerunner a bit droll, the environment it helped create persists as one of my favorites.  So Deus Ex games have long fit into my inventory of favorites and this game was no exception.  I absolutely loved Human Revolution so it was only natural I'd eventually get around to playing through Mankind Divided.

Now for reference I should mention this was played through on PS4.  This means it almost always is going to be somewhat graphically optimized to improve the speed and provide a fluid experience on a console.

I've decided to do a rather lengthy deconstruction of the game as it pertains to Independent Gamedevs specifically using Game-Guru.  Others may find it useful, your miles will invariably ... vary.

First of all, it bears mentioning this game was developed using the 'Dawn Engine.' created by Eidos- Montreal.

The engine is not without some controversy due to some issues with load times.  Overall though, it's a fairly stable engine that ran relatively well in my instance.  It did, however, seem to lack some of the really high end features that can set apart an engine.  From what I could tell though:

  • It seems to have been developed directly for DEMD as no other games have used it since it's inception in 2014.
  • it has reasonably high graphical fidelity with low framerate cost.  I will discuss this in greater detail below.
  • The AI package used was very good, albeit it's middleware (APEX AI).  There's actually a fair amount of middleware, but that's not tremendously surprising. (SEE ABOVE)
  • The game engine is apparently a heavily modified glacier 2 engine.  For those not aware, that's the 'Hitman' game engine.  I recommend reading the linkthrough for a highly technical summary of what the Dawn Engine encompasses.

That all aside, let's begin our lesson.

Graphical/Lighting tricks

Deus Ex: Human Revolution gave us great gameplay in a fantastic looking game.  Deus Ex: Mankind Divided is no exception.   There are a lot of extremely fancy tricks used to produce great framerates while providing a very impressive visual experience.

The first thing you'll notice, if you're new to Deus Ex, is there is no more 'gold filter'.  This means the scenes feel less cohesive if they're not built specifically to match.  While the gold filter is a bit of a bludgeon, it did give a sense of character to DEHR that is somewhat lost in DEMD.  DEMD however makes up for it in spades by having a significant amount of purpose built coloration in the scenes while at the same time using giving identity to each area.  On one hand they lose the 'Deus Ex' filter but gain individuality in each scene.  It was a reasonable tradeoff.

Gold filter comparison
Modders removed the gold filter and added some fidelity in DEHR, but it also serves as a good example of the type of difference you see between DEHR and DEMD.


I am big fan of using colors to 'unify' the palette so that a scene feels more cohesive.  This technique artistically speaking is useful for helping to help join together disparate textures which I have a massive quantity of due to many different artists providing many different assets for my use over the years.  In my case, I'd have kept the gold filter or color tone map (assuming you are using reshade).  All in all though if you have a ton of custom art in a lot of wildly different locations like DEMD did, it makes more sense to not filter them all through a gold lens.




PBR and resource management.

DEMD uses a physically based rendering pipeline which allows for some really impressive visuals.  While mirrored surfaces don't look particularly impressive, the shine on the floors is really good.  Certain elements of the environment really stand out, notably pipes.  These shiny surfaces help you realize that in terms of our own engine (GameGuru) which recently obtained PBR capabilities we'd want to use them selectively on things that BEST show them off.  While it's nice to have every single thing in your game use it, it simply eats too many resources.  Selectively choosing the best scenes for it (shiny metal, hardwoods, glass, etc) is a much more attractive option than putting it on bland surfaces where you receive minimal visual 'pop' like concrete.  This in turn helps us save vital resources, which is a struggle with a 32 bit engine like Game-Guru.

pbr example
Check out the subtle nuance of those textures and their PBR materials!

The reflections used localized cubemaps which are definitely available in Game-Guru so that's a nice addition on Lee and Preben's part which will allow us to create beautiful reflections  on pipes and mirrors.

Transparencies on light planes

DEMD cleverly uses light planes with alpha-transparencies to create the illusion of 'dust' in the air.  The game supposedly has volumetric density for the engine, but I suspect they de-tuned it for the PS4.  If that's the case, at least it's given us a specific example we can draw from.

Streams of light
Those streaming beams of light look more like vertical 'planes' from head on.

Take for instance the above picture.  I walked back and forth and noticed several clear planes (2 dimensional flat objects in a 3d space).  Now granted, it was probably algorithmic or volumetrically done but we can reproduce the same effect with this basic texture for our plane in Game-Guru:


Poorly drawn image by yours truly
Yeah, I got lazy and made the last line too wide.
So basically what we have here is a series of blank spaces that are alpha masked completely open.  Then I took the 'filled' areas, put in a white to grey gradient, then created an alpha mask off those as well.  This gives us a semi-transparent 'beam' of shadowed area.  So we basically get the OPPOSITE effect of what we see above.  Give it a try with your own plane.  I'll probably put one of these on the store (for free) once I correct the mistakes made in the above file.

Flares on lights that  get a lot of attention

In the opening area of the main game you begin in Adam Jensen's house, which acts as a sort of technical demo for the game.  In that location if you look up you'll see a significant amount of studio lighting but notably they use a flare decal that is facing the player.

lightflares example
Those are circular lights with a line-shaped flare.
 We can achieve this same effect using a decent flare and the player_facing.lua script that is included with game-guru.  One thing that DEMD did really well though was it's occlusion; when you are NEAR a corner the flare switches off subtly so that it looks seamless.  Overall, a fairly simple but nice looking effect is achieved.

Baked lighting 90% of the time. 

These days, a lot of games really rely on  dynamic lighting.  It's fancy, it looks nice, and it's GPU intensive.  It also has clear limitations which are another topic for another time.   Deus Ex uses an updated older technique, notably Tiled Lighting that's baked in.  This allows high speed renders of scenes where the light is not likely to change and also allows the artist a great degree of control if they're willing to invest the time.

DEMD Prague outdoors static lighting example
You start to see it everywhere the more you start looking for it.

Unfortunately Game-Guru cannot do dynamic lighting very well and as such it leaves us in a pickle a lot of the time. However in DEMD they do a LOT of baked lighting and it shows.  This game is virtually a showcase for 'how to do static lighting the right way'.  Color choices are not obtrusive, are placed to provide windows with indoor light.


Jensen's apt indoors static lighting example
The red circle shows where the light is, outside (approximately 30ft behind the wall).


Note the placement of the light and how it streams in through the window.  It bakes cleanly onto the surface and gives it a nice 'early day' feel.   This same technique can be done with Game-Guru, rather than relying on 'sunlight' - we pre-bake static lights outside of a window to provide the building interior with realistic lighting.

Clever transitioning

One interesting element I think is worth mentioning is, as the heading suggests, 'clever transitioning'.  While many levels simply pop you to a loading screen, moving about the main city of Prague gives you a varied scene (depending on where you are going to or coming from).

Jensen looking bad AF on a train
The screen changes perspective several times and the characters all move around to provide a sense of 'aliveness'.
The only downside is the animation is repetitive, but that makes sense given it's literally just a facade over a loading screen.  While I realize loading screens are effectively the devil I thought it was worth mentioning it.  I don't have an answer for Game-Guru in that respect as our loading system is vastly different but I think it at least underscores the need to give people something to look at other than the basic 'Game-Guru loading screen'.   The best answer is probably something like the other loading screens in Deus Ex, which effectively consist of a picture and some information for the player to read.

Have a mini-game 

The hacking mini-game remains mostly unchanged from DEHR but really felt at home in this game. While it's a lot of extra work, at the same time it can really provide a payoff for the player who needs some variety in their game beyond the usual 'shoot or sneak' methodology.

Dat hacking minigame bro
Oh no, only 2 seconds left! ABORT! ABOOOOOORT!

Often I found myself in a higher sense of tension from the hacking minigame than the actual game itself.  Sometimes even the threat of discovery while hacking (the world doesn't just stop while you're hacking) provided it's own 'sinking feeling' while you were ferociously attempting to subvert system nodes to bend an non-compliant computer to your will.  While the additional 'sink' of adding a mini-game is seemingly unnecessary, it also adds a lot of play value to a game.

A living city

I have a good friend who also is very into Deus Ex; he's actually the one who first pointed me at Human Revolution, even bought my copy back when I was flat broke.

I asked him what he thought of Mankind Divided, without spoiling anything.  He replied "it's a great game, they really did a great job of making it feel like a living city."

I felt that was worth mentioning here given how spot on his analysis is.  This game really does a great job of making you feel like you are in a living, breathing, ALIVE environment.  Each area has tons of sandboxing and detail which makes every single space different and independent.  So how did they do it?

Lips on a building!
The red light district, for instance, really takes it's name to heart.

Well, foremost - each area is it's own 'scene'.  It's as if they built one overarching area, built the major components, then filled in the rest with minor story pieces.

Meow
This room exemplifies the microcosm within macrocosm feel.
 
There's a world of microcosms within the macrocosm of the individual 'global' level and it really provides this deep sense of uniqueness to each specific room.  The stories for these rooms aren't anything significant most times.  Often they are simply something as simple as 'this is the asshole gang dealer who doubles as your local black market shop' room.  Other times small rooms take massive twists and turns, such as the crazy cat lady who ends up having her own miniature story that makes her a much CRAZIER cat lady.

While often the rooms are 'revisited' for story purposes and such you can pretty usually boil them down to a basic, simple story.   Obviously the indy dev can't afford the time to write a massive, engrossing story for each sub-mission in their game.  Which apparently, neither can AAA devs.  Which brings me to my next point.

Secrets are simply unexplored areas 

In my "Lessons learned from Doom's Level Design (part 1) (part 2) (part 3) (part 4) " I discuss use of secrets and their necessity for gaming.  It's something that helps reward a player for investing even more time in their game than absolutely required.  I mean let's face it, most people play games to feel rewarded, to enjoy the satisfaction of accomplishing a challenge.  Deus Ex rewards this in spades by ensuring that every single hidden area is replete with it's own set of rewards ranging from extra ammo to hidden secret rifles.  I still remember being in the ARC headquarters level and going down literally 5 or 6 stories on tiny rails just to find a hidden rifle.  It was an insane amount of detail for a single secret, but these are the types of things players remember.

ARC: the throat secret gun
I was being literal in the literal sense.  That yellow dot is where you start at before worming down to the gun.


Try to use your dead ends and open spaces to provide the players with additional reward for looking at your hard work.  Open up your single alleyways into branching paths that lead them to interesting rooms that really are just there to provide life and depth to the game.

Open ended level design

Deus Ex games have been renowned for their  open ended level design but it's worth discussing, at least briefly here how it was implemented in DEMD.  DEHR had a fair amount of 'open-endedness' to it, but I think in this case DEMD gets the upper hand.  You literally had piles of avenues to perform different possibilities.  Missions had more than one failure or success condition and you often had branching trees that could spell serious disaster later on.

I remember in mission one, I was helping out an agent (Singh).  You are to save his life at the end which is no small feat as you're attacked by masked assassins in a sandstorm.  It is, in short, a train wreck of a situation. Keeping him alive is incredibly difficult.

Dubai: sandstorm
I'm sure you'll see him if you just keep staring long enough.
 I did this, but only to have him die later in the game because I neglected one small sub-objective on that same mission of disabling a communications tower.  This causes him to get killed while undercover as his cover was blown.  Little things like this are like a spaghetti plate of decisions, which require lots and lots of planning.  That means writing things down.  Which also means, you guessed it, a design document - and we all know that's basically the same thing to an indy dev as garlic to a vampire.  Sure, it won't kill you... but it's damned uncomfortable.

Multiple answers to singular problems.


Moreover level design is incredibly fluid; you have lots of answers to single problems.  This means you often have the choices of going in loud by shooting everything in sight, hacking your way in via a console, taking rooftop access stealthily, running through vents to come up behind your foes, or a myriad of other alternate choices that often boil down to 'get from point a to point b'.

Palisade bank
There are about a dozen ways in and a dozen ways through the 'uncrackable' Palisade bank.


This depth of level design is a big draw for this game type, allowing players to really dig in and pick how they want to do things.  Sometimes you just want the pure visceral thrill of unloading a 28 round magazine from a fully automatic pistol into some poor bastard who dared to wander too close.  Other times hitting people with tranquilizer darts in the neck out of sight of others is the better tactical choice.  These types of dynamics often aren't so much planned as they are a result from thorough level design and planning with a focus on building multiple avenues of approach for a single objective. 

Intelligent AI design

The AI in this game is something else.  There are a lot of times where you feel like you want to really get in there and mix it up and find yourself dealing with attacks from both sides.
While a lot of this has to do with level design (alternate routes, enemy placements, the location of an enemy taking the shortest route to your location) it also has a lot to do with an intelligent system that is attempting to find the best way to kill you.  It's impressive and not easily duplicated.  Maybe one day we'll have that depth in Game-Guru, though at this point in time your best method will be use of lots of navigation nodes and good enemy placement.

Wrapping up

All in all, I found myself least interested in the main story, which is the unfortunate side effect of having an impressive game with great mechanics.  I can't think of anything about the game I really hated.  Everything played well and it served as a great teacher to a willing student.  I highly recommend you give it a run through and see what you can learn from it too!

Addendum: 


There's a pick up objects script you can use to create a similar style to Deus Ex found here:
https://forum.game-guru.com/thread/207801?page=16#msg2562166

Tuesday, November 28, 2017

This week in Game-Guru 11/28/2017

So I've decided to start updating *MORE REGULARLY* than I did previously.  There's a lot of things coming for Game-Guru and it's worth reviewing in one place.  So I'm going to begin to try to encapsulate that as often as I can in digest format.

ENGINE UPDATE PROGRESS REPORT:


First of all, progress on the Game-Guru update to PBR/DX11 & bugfixes are coming along nicely.  Recent updates can be found here:

Most recent engine update progress

Lee has basically indicated he's in the bugfixing phase and he's squashing them in pretty rapid fashion.  I'd list them all here but he's put in over 40 items in the changelog this week alone.

He's also giving us a test level to work with that will take an older demo map and show off the fully upgraded engine's capabilities.

NEW PRODUCTS IN THE STORE:

There's a whole host of new products on the store.  Notably very capable artists such as Wolf, Mad Lobster's Workshop, Bugsy and others are adding some really great things.

BSP's newest rifle looks phenomenal!
Don't forget to grab your free 'thank you sky' from my store here: https://www.tgcstore.net/product/30955 

Just one picture of one of my best skies ever, free for you all :)

One thing of note is that Ken "AKA Grobyken"  has made some pretty stunning progress in his work.  He attributes it to using some new tools for development.  I personally can't say I'd have the same success if I had better tools.

I'm definitely going to be keeping an eye or three on his upcoming works.

FREE STUFF

Of note this week is Bod (of Bod's Mods fame) has made a very impressive free train set.  It includes Three steamers, a rail model, a coal car, a dining car with functioning doors, and a caboose.  The art is his signature style with clean and simple graphics.



It's something I'm surprised isn't selling on the store for a few dollars, but honestly I'm happy for the free stuff, as usual.

THIRD PARTY TOOLS

Obviously my Light Kit is now available on the store, which does in a sense count as third party tools, however the big news here is that it appears that BOTR's  'terrain heightmap importer', 'autowelder', and 'entity welder' are all getting updates.

The one of primary interest to me will be the terrain heightmap importer, which has fit a crucial slot in Game-Guru development by providing us a simple and clean way to import heightmaps directly into the engine.


"for version 1.2, I quickly added a progress bar and will get a fully functional GUI implemented so you don't have to keep editing/saving the .INI file. added .tga format also."

For those who are using it, my personal recommendation is to use terrainxscale = 1, terrainyscale = 6.5 or 7.5 (10-32 if you want especially dramatic elevation changes), and a water level of about 450.  This should give you the best results.

RANDOM ACTS OF CREATIVITY

This is where I plan to put anything in the realm of game demos or videos which are of special consideration for any reason I deem fit :)

First off, we have a really impressive demo of the now updated Cogwheel Chronicles.  It features airship to airship combat done in Game-Guru and is striking to me as a Lua coder at the sheer volume of work that went into making this work.




And lastly there's this great Holiday video done by often quiet forum member shn33ky.  He's done a really good job of recreating a beer commercial from years gone by.



Oh.. and somehow I got user of the month for the first time in four years.  What the heck?  Well, ok then :)  Glad someone's appreciating the work I put into this stuff.