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Z-Day comes to TGEA

by Andy Rollins · 01/16/2009 (10:16 am) · 15 comments

www.cfor.co.uk/gg_img/blogheader.jpgIt's been a little while since I last posted a blog regarding Z-Day, and much has been happening since then. We finally took the decision to move away from TGE and port the game over to TGEA 1.7.1 and boy am I glad that we did.


We haven't had chance to implement any normal maps, shader or materials yet apart from a few items in the new sewer area but we have got UbiqVisuals SSAO pack added in and it adds so much depth to the scene which is fantastic for the dark eerie feel we're trying to achieve, that sense that a Zombie could be lurking in any dark corner!!!

www.cfor.co.uk/gg_img/ssa1.jpg
www.cfor.co.uk/gg_img/ssa2.jpg

The backend systems have take a little bit of a rewriting too, and some work has gone into laying out how each piece will interact.

www.cfor.co.uk/gg_img/ServerSetup.pngThe character and patching systems are working, although I need to add some more account management functions, the QA Server I couldn't quite get finished in time for the alpha. However, I did get TGEA talking to the TRAC system and I can retrieve the list of bugs and post a new bug from within game.

That might be something useful for other people too, it's been designed especially so that the backend (TRAC) could be replaced with anything else so we might well see that as a resource on GarageGames in the future.

We have also just about tied the login system so that peoples usernames and passwords are sync'd and can be maintained using the TRAC system, also the group they are assigned to (just developer or tester at the moment) restricts when they are allowed into the game and what admin controls they get once in there.

The final piece of great new for me is
www.green-ear.com/images/Green-Ear%20Logo.png

We have implemented voice chat into the game and it's working beautifully... will post more details on that one though after the alpha is complete.

As ever we're on the lookout for team members, especially Coders as there's only me on that side of things - if you fancy joining up with the team drop me an email.

#1
01/16/2009 (10:22 am)
looking goooood
#2
01/16/2009 (10:48 am)
Youtube embeds (let's see if it will let me put this in a code block):
[youtube=zPabDgrnGz8 width=424 height=344]
#3
01/16/2009 (10:50 am)
Well, that actually embedded the vid in the code block, which is not what I intended :-)

Trying again:

{youtube=zPabDgrnGz8 width=424 height=344}

replace "{" with "["
#4
01/16/2009 (10:54 am)
@Joseph - that's great, didn't realise I just needed the width and height fields too thanks for posting :)
#6
01/16/2009 (11:25 am)
Dark and foreboding, I like it!
#7
01/16/2009 (12:24 pm)
Holy crap great job! =)

I think moving to TGEA and using the SSAO was a very smart move for the project. The ambiance is spot on!
#8
01/16/2009 (12:39 pm)
That looks fantastic, I'm honored to have Green-Ear in such a bad ass game! Andy, I love the lighting in the hallway and @ about 36 seconds I almost peed my pants it was so spooky...although, I do really just need to pee. Either way, looks great. As always, let me know if you need anything on the Green-Ear end. Can't wait for this game!
#9
01/16/2009 (1:37 pm)
Thanks everyone the words are appreciated, been a tough few months and I know the artists are all itching to go through and redo all the textures to add normal maps, etc so hopefully should see some even better things too soon.

Leba - thanks, the support from you and the team at Green Ear has been fantastic already - the core team has been working together for around 12 months now and this is the first time we've heard each other speak, felt so very strange at first and it started amicably before the British vs Aussie comments started:

Quote:
The voice chat is working great. Nothing like a game of "Spot the Aussie" to brighten up one's evening ;)

#10
01/16/2009 (2:32 pm)
Quote:However, I did get TGEA talking to the TRAC system and I can retrieve the list of bugs and post a new bug from within game.

What a *superb* idea! I might have to take a look at doing that myself!
#11
01/16/2009 (2:47 pm)
Cool video, can't wait to see more of your work!
#12
01/16/2009 (3:56 pm)
That is looking pretty sick right about now. Definately will be keeping an eye on your project. Are you planning this to be a MMO type game or a smaller online experience?
#13
01/16/2009 (4:10 pm)
@Eikon - Yeah another great feature I've proved in concept but haven't finished coding is that the bug automatically stores the players location in game and when viewing a bug there will be a comment to jump to that location, works wonderfully for those reports that occur at specific points of the map or with certain objects. Once the code is finished I'll resource it.

@Joshua - First stage is to complete an FPS with persistant characters, inventory, etc when we have that finished and released then we'll take a look at if we wish to tackle stepping it up into an MMO.

@John - Thanks, the next stage is to work on the AI so hopefully the next vid will feature gameplay and Zombies too.
#14
01/19/2009 (1:58 am)
Hi Andy,

Just a show of support for a resource for integration with Trac. I'd be thrilled if you opened this up, I'd even be happy to pay for such code if that might interest you.

Looking good!
James
#15
01/19/2009 (3:37 pm)
@James - it will be available in one form or another once it's finished but there's a fair chunk of coding to complete it as a stable solution, unfortuantely TRAC isn't very uniform in it's authentication implementation which can use various different things from text files, databses, ldap, etc so I'm trying to figure a standard approach to that at the moment.

I'd hope to release the entire backend solution including character and patching system so others can use it or learn from it and offer suggestions on how to improve.