Mantis 7DFPS: Mid-Week
by Gibby · 11/12/2014 (8:16 am) · 8 comments
7-Day FPS: Mid-Week
So, rather than spend precious time posting on social media, I've been focusing on getting the game done. As of the middle of the fourth day, approximately the middle of the jam, I have a multiplayer FPS with three game types put together and even have built a test installer for my WIP project. That's right, after three days, despite travelling several hundred miles working my audio job; I managed to get my entry far enough along to test the packaging of it! Here's a recap:
Day2:
After getting home late to Los Angeles, I got to work setting up my AI. After implementing UAISK and hooking it up to Walkabout, I have a working multiplayer FPS game. I added team skins, footsteps/dust animation triggers and sounds to the Mantis model and now have skinned teamplay. Began work modding the weapons using some test datablocks for the Kraad, Kral, Kralmok and Ender. In addition to a new projectile, each weapon has an altFire mode:
Kral: Plasma pistol with Plasma grenades
Kraad: Plasma 'tracer' Rifle with Laser Beam altFire
KralMok: Plasma 'tripleshot' Cannon
Ender: Guided missile, with piloted missile altFire
Here's the 'navTest' level with a two team free for all:

Day 3:
I finished up work on the players and weapons, and began adding in my gameTypes:
Conflicto (Deathmatch with powerups)
Song of Shields (Multiplayer Deathmatch with powerups)
MultiLama (Multiplayer Deathball)
Hive (Single/Coop assault/defend the hive)
I needed a test level and some bits to test my gametypes, so added a new 'baseFace' model, and a few new forest items using assets purchased from TurboSquid and rigged in Max:

[image][/image]
I began testing my assets' performance using a modified 'WalkableShapes' level:
I built a cave test level to try out navigation and spawning, using the Arteria models with my own skin:
The dark spawn chamber, seen in night vision:

The Goo Room: meta blobs fall from the ceiling into a pool of animated biofluid.
The biofluid emanates a volumetric fog that players use a walkable shape to cross:

Day 4:
Mid-Week began as I tightened up the first three days' work and tested my publishing workflow, which consists of a hacked-up copy of the Project Manager from T3D 1.2. I now had an installable, networkable, multiplayer FPS with three working gameTypes! At this point I've made enough progress that I can enter my game in a working form, and have a half a week to make it better.
I began the second half working on finishing my assault mode. I went to my music loft, where I composed a new track in Logic, recorded bass and guitar tracks and quickly mixed it. Bootcamping over the Win7, I converted the music track and some new sound design elements to ogg format in Sound Forge:
I have the rest of today and tomorrow to finish and tighten up my gameTypes, and will spend the end of tomorrow and Friday adding some eye candy and publishing the game. Will post again soon!
Day 1
Post-Mortem
So, rather than spend precious time posting on social media, I've been focusing on getting the game done. As of the middle of the fourth day, approximately the middle of the jam, I have a multiplayer FPS with three game types put together and even have built a test installer for my WIP project. That's right, after three days, despite travelling several hundred miles working my audio job; I managed to get my entry far enough along to test the packaging of it! Here's a recap:
Day2:
After getting home late to Los Angeles, I got to work setting up my AI. After implementing UAISK and hooking it up to Walkabout, I have a working multiplayer FPS game. I added team skins, footsteps/dust animation triggers and sounds to the Mantis model and now have skinned teamplay. Began work modding the weapons using some test datablocks for the Kraad, Kral, Kralmok and Ender. In addition to a new projectile, each weapon has an altFire mode:
Kral: Plasma pistol with Plasma grenades
Kraad: Plasma 'tracer' Rifle with Laser Beam altFire
KralMok: Plasma 'tripleshot' Cannon
Ender: Guided missile, with piloted missile altFire
Here's the 'navTest' level with a two team free for all:

Day 3:
I finished up work on the players and weapons, and began adding in my gameTypes:
Conflicto (Deathmatch with powerups)
Song of Shields (Multiplayer Deathmatch with powerups)
MultiLama (Multiplayer Deathball)
Hive (Single/Coop assault/defend the hive)
I needed a test level and some bits to test my gametypes, so added a new 'baseFace' model, and a few new forest items using assets purchased from TurboSquid and rigged in Max:

[image][/image]
I began testing my assets' performance using a modified 'WalkableShapes' level:
I built a cave test level to try out navigation and spawning, using the Arteria models with my own skin:
The dark spawn chamber, seen in night vision:

The Goo Room: meta blobs fall from the ceiling into a pool of animated biofluid.
The biofluid emanates a volumetric fog that players use a walkable shape to cross:

Day 4:
Mid-Week began as I tightened up the first three days' work and tested my publishing workflow, which consists of a hacked-up copy of the Project Manager from T3D 1.2. I now had an installable, networkable, multiplayer FPS with three working gameTypes! At this point I've made enough progress that I can enter my game in a working form, and have a half a week to make it better.
I began the second half working on finishing my assault mode. I went to my music loft, where I composed a new track in Logic, recorded bass and guitar tracks and quickly mixed it. Bootcamping over the Win7, I converted the music track and some new sound design elements to ogg format in Sound Forge:
I have the rest of today and tomorrow to finish and tighten up my gameTypes, and will spend the end of tomorrow and Friday adding some eye candy and publishing the game. Will post again soon!
Day 1
Post-Mortem
#2
11/12/2014 (10:38 am)
That's awesome!!
#3
11/12/2014 (2:13 pm)
Nice work!
#4
11/12/2014 (2:27 pm)
Sounding great!
#5
11/13/2014 (6:03 am)
Wow! impressive!
#6
11/13/2014 (7:22 pm)
Nice use of blobs! Very cool!
#7
11/14/2014 (9:21 pm)
Good job!
#8
11/15/2014 (5:28 am)
Did you finish and submit it? Can we play it? 
Torque Owner Richard Ranft
Roostertail Games