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Guns Guns Guns and Info on Guns Guns Guns and bullets too

by Steve Acaster · 11/02/2012 (1:47 pm) · 14 comments

Guns Guns Guns Guns Guns Guns ... and bullets too. But mainly Guns Guns Guns Guns Guns Guns. And other equipment. I made some Guns Guns Guns Guns Guns Guns and thus retired the stock placeholder which was a piece of vaguely rectangular 2x4.

It looked like this:
fc09.deviantart.net/fs70/f/2012/152/5/6/figure_animation_test_by_ackers-d51vnmz.jpg

Now it looks more like this:
imageshack.us/a/img715/7928/weaponlook2.jpg

And this:
imageshack.us/a/img196/6991/weaponlook3.jpg

So as you can hopefully see, I've followed my clean, stylized concept of design from the characters and continued it into the weapons which are made of 3 textures, a dark mahagony style wood for furniture/frame, a gun-blue metal for barrels and general fitting and a brass metal for additional fittings such as the large gas regulators for the semi/fully automatic weapons. Light armour itself is simply denoted by a helmet on top of the standard uniform. Stealth armour is the same but in camouflage and that as well as heavy armour are not yet completed.

There's quite a lot of Guns Guns Guns Guns Guns Guns ... and bullets too. 6 Classes, each with their own 4 types of equipment - some of which are guns - and then universal equipment - some of which are again guns - and then 4 seperate types of ammunition. And then artillery. It is rather a lot of information to remember. After lots of play through, no doubt it will all settle in some vaguely congnitive part of the user's brain. However until such a time, people are going to want to be able to check on what weapon uses what bullets which do what damage over what range.

To this effect, I decided it would be a good idea to have the calibre of the weapon on the icon for that weapon, or the actual name of the equipment on that equipment icon. All to help with instant indentification of the object. Weapons only use a stylized picture so if the player has forgotten what it is, or cannot remember what it is that a particular piece of equipment actually does, it would be nice to be able to check quickly, rather than wade through a manual - which in the digital age don't tend to exist physically, so wading through a pdf in another window or some sort of volumous in-game help.

For this reason I have started adding "info" buttons EVERYWHERE. Baffled about exactly how a "didgeridoo" works? Depress the "info" button and then click on the "didgeridoo" icon. Replace "didgeridoo" with a real in-game piece of equipment ... obviously ...

And so here's a little amalgamation of equipment information pop-ups.

img577.imageshack.us/img577/8923/infogroup.jpg

From this you can now see that "Stealth Armour" works by reducing the enemy's spotting range by one third, has a penalty for hot climates, has another penalty for none "Recce" classes and loses it's stealth function if you open fire and give your position away. All in nice, neat, easily accessible pop-up from the inventory.

Also, as I've noticed on some talk on irc about jitter on the loading of dynamic textures, I thought that I'd just mention that deep down in the bowels of a map's "origin" (0, 0, 0), I have a few things hidden, a couple of objects and a large plane with multiple textures on it. Also note that my blood splatters and bullet holes are contained as segments within their own type of single texture. So rather than having 16 small blood splatter materials, I have one single material split into 16 sections. There is still the occassional jitter when a new dynamic object is created for the first time (eg: an explosion, a bullet, a particle) but it's reduced when the material is preloaded into the map.

imageshack.us/a/img819/6893/hiddenforpreload.jpg

And one more of some chaps with some Guns Guns Guns and Info on Guns Guns Guns ... and bullets too.

imageshack.us/a/img821/7856/weaponlook1.jpg

#1
11/02/2012 (1:59 pm)
Flame, flame, flamethrowers. You shoot through both tanks and boom, boom, boom no more flamethrower guy, guy, guy. Pip, pip!
#2
11/02/2012 (2:05 pm)
SHOOT ME!

runs....

Looking good. No video? I'm egar to see the carnage.
#3
11/02/2012 (2:59 pm)
Steve,

Looks great! Wanna give me some Blender pointers? Been working with it quite a bit lately and you're obviously much better with it than I.

Though, I really think you should have the 2X4 as a 'special' uber weapon! All hail the 2X4!!

Ron
#4
11/02/2012 (5:28 pm)
Its looking smashing! also can't wait to see a vid of the new models in action.

TTFN.
#5
11/02/2012 (6:18 pm)
@Ron
Tips on Blender ... er ... practise? Read the docs? I'm sure you already do that but we both know that it seems like using a manual is a rare talent these days. ;)

Actually I had a look at the new version of Blender and was utterly confused by it - the entire animation system has changed and none of the old hot keys work! :(

It does load up newer DAE files though, so I did manage to import GG's "soldier", something the old 2.44 version which I am still using cannot do. I think that I will be sticking with the obsolete version for some time longer ...
#6
11/02/2012 (7:06 pm)
The skeleton for the soldier gets borked. It is set for the wrong axis and I don't know what the fix is. Maybe you can just tell it a different axis is up, I don't know. The soldier does import though.

The animation system is way different in that you don't have the wonderful plugin written by James U. You have to place all the frames in order in ONE animation for export. Then you divide up the sequences by frame when you import into T3D.

Also I find IK and other constraints difficult to work with exporting animations and I don't know what the best solution is. You have to disable things when you export or it borks the animation. It is a pain as far as the work flow goes. Hopefully these issues get fixed as it progresses.

I agree with Steve, the older version of blender with the old DTS exporter had a much better work flow than the current export to DAE does with the latest versions.
#7
11/03/2012 (5:09 am)
All,

Agreed, the new Blender version is a bit confusing. Not sure why they changed hot keys and the system seems to be getting a bit more confusing as far as material handling and animation. It's like they had a meeting, and they all decided that the interface wasn't intimidating enough. They would hate to lose their market share when it comes to that. Although the updates they did to Collada support seem decent. I haven't had many issues with exporting static models lately. Though admittedly, I haven't tried anything as complex as an animated character.

Ron
#8
11/03/2012 (7:24 am)
I'm sure there's a method to the Blender madness - might have to do with improvements to underlying functionality. They should probably script up a "classic" interface and hotkey setup and make it available though - it's not good to alienate your entire userbase....
#9
11/03/2012 (9:44 am)
As always: looking great Steve. Any idea about a beta release or something like that?
#10
11/04/2012 (7:38 am)
The Redcoats are coming!

looking good Steve.
#11
11/05/2012 (1:47 am)
@Steve: All we need are some Zulus ... some rather skimpily dressed native African gentlemen ... except maybe we should arm them with Rocket Launchers this time ... might make things interesting.

Awesome job my friend ... this game is looking good and I am keenly waiting for the chance to get my hands on it. 8-}
#12
11/05/2012 (8:03 am)
@Mr Delpeche
Steampunk Zulus are already planned as one of the six playable factions!

British Royalists (as seen above - the only ones nearly ready)
Austro-Hungarian Empire
Chinese Dynasty
People's Collective
US Republic
Zulu Nation
and the Dastardly Pirates, who are Ai and cause revolts in cities if the population isn't kept happy.


@Mr Marrevee
I was actually hoping for a beta release about now ... but the last couple of months have been endless and repetitive faffing so I've not got round to setting it all up.

Also there is the slight issue that there isn't any documentation, and as I often wear a tinfoil hat, telepathic contact with only source of information on playing it will not work. The info pop-ups on equipment is the beginning of resolving this.

So I've decided on an early 2013 release (Jan/Feb) when I will (hopefully) have a finalized GUI, a built in manual, my character model issues sorted out, the rest of the weapons built and some sort of website and ordering system set up. By then it will (again hopefully) be a bit more "downward slice" in general.
#13
11/05/2012 (1:31 pm)
Quote:Also there is the slight issue that there isn't any documentation

Yes, there will always be the issue of the f***ing manual. It is on my todo list too. Not quite sure how I will finish it (in game or a loose document).

Anyhow, I'm looking forward to the release.

Last tip: I know a guy called Eddie, who is more or less in the same uniform. Wouldn't it be nice to have such an opponent....:P
#14
11/07/2012 (1:27 pm)
looks good, hope it gels altogether! :)