Playmaker Forum
PlayMaker News => Work In Progress... => Topic started by: Lane on April 19, 2013, 01:05:29 PM
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Brevis is intended to be a short story single player game. The setting is Sci-Fi, space travel, etc. You'll be interacting in first person walking around and be able to get into spacecraft and make explodies.
Latest Standalone WIP Build(~110mb):
http://dl.dropboxusercontent.com/u/38606641/Brevis/StandAlone/Brevisgame.zip
DevBlog:
http://brevisgame.blogspot.com
IndieDB:
http://www.indiedb.com/games/brevis
Latest Video:
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I like the idea, makes me think of Portal and Q.U.B.E
Look forward to seeing what you do with this :)
Also a demo to try would be awesome.
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Yeah I Portal 1 and 2 hold those positions on my list of favorite games. I haven't played QUBE, I'll check it out.
It's surprising how in Portal they made some basic mechanics feel so natural and don't tell you that its super hard to tweak that stuff to feel like it does and flow so consistently :P
When I get a puzzle done to test some of the mechanics I'll post a webdemo and see how everyone likes it. Possibly next week.
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That was really cool, I could see it working really well with the Oculus Rift and Razer Hydra
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I got buttons working tonight, this doesn't work for the full function that I want because of the logic in the FSM but it will work for testing purposes until I work around the kink.
Figured out how I can do some modular FSM logic pretty easy between prefabs and I got some more connectivity into a couple of scripts I'm using with Get/Set property... Its really flexible when you use it. Requires more naming on bigger states but works great for small stuff.
WebPlayer:
http://dl.dropboxusercontent.com/u/38606641/Brevis/BrevisWeb/BrevisWeb.html
After the fall, thats the end of the test level.
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Updated with a road map for the Essentials Prototype. Once I get a more systems in place I'll do a proper demo to play test. That will be *actual* puzzles rather than just ultra simple system tests on a webplayer.
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Made a blog for it, gonna try to put most of the info on there.
http://brevisgame.blogspot.com/
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This is looking Awesome Man!
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Thanks =)
Theres a new blog post with some general comments on the early development if anyone is interested. Has some "Lessons learned" at the end that some amateurs like myself may benefit from.
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Played with some GUI and holo-screen interaction ideas using Ragespline and PlayMaker
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Has anyone else tried RageSpline for their GUI? When you couple it with PlayMaker its pretty damn sweet for futuristic GUI setups, a basic mouseover system that reaches in and transforms the vector shapes that you've created with RageSpline is looking like a solid solution to me.
After I figure out some aesthetics I'm pretty confident it will begin to look like a scaleform alternative - now while I haven't used scaleform and looked into its animation capabilities I can't comment on that but the results I'm able to get with RS/PM combo is beginning to look like the futuristic GUI systems done in the almighty and untouchable scaleform flashiness everyone raves about and wishes was integrated into unity.
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More GUI experiments, I was making some prefabs for generic shapes with ragespline and got a carried away.
Making this actually work as intended was harder than you would think, but I may have just had a hard time because I haven't done it before. I had to use multiple trigger layers that the camera culls out. More than one is necessary for rollouts because you have a trigger area to open the rollout and then another that works as a boundary limit for your mouse to operate in.
Mostly I just took a while to realize that the Mouse Pick Events were detecting everything, so I had to cull that down to my UI triggers layer, but then the triggers were overlapping so I kept getting loops everywhere until i realized that I needed to use separate layer IDs for any triggers that would overlap and then explicitly define the Mouse Pick Events as to which layer they operated on. After that it was pretty smooth.
There were a lot more hierarchy complexities than I expected in order to make it efficient and avoid using too many actions in each state. These rollout UIs could get way cluttered if not properly set up.
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mo betta with fx.
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Warehouse test
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Looking freaking awesome dude!
One question : Is this Unity Pro?
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Woah!
I really like it, the lighting is very good and the 3d ui is really impressive, well done!!
Jean
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Yeah, there are active shadows and a couple of image effects going on. I've got an edu version until like August our something before i need to upgrade.
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Thanks Jean! =)
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Just a small update.
I'm prototyping some air hover flight mechanics using all an physics system that will be in the game and it's proving to be incredibly difficult and slowing me down, so there probably won't be any real juicy updates until I square it away. I'll offer the flight package up for the community when its done and hopefully it will contain physics based auto balancing features and be modular enough to throw on any ship you want and tweak the power/weight.
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Zombie Thread Resurrection!
Now that the Flight System is basically sorted out I'm shifting to the First Person side of things and working on integrating the two systems alongside building the Intro Level for the Campaign, fleshing out the story, working on AI, integrating UMA for character generation, building art assets for characters and a bunch of other little things.
First video is level design. Second video is just a video of AI wandering and showcasing some new mockup space graphics. Both are kind of boring, but updates nonetheless.
It's tough trying to do everything alone, knowing I can't polish anything too much or I risk not making any progress on the fundamentals and functional aspects. But it is what it is and I feel like things are moving along at a decent rate.
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Finally figured out how to use my mic with Bandicam, so here's my best Nerd Voice trying to explain the AI setup with Brevis NPC's.
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Update:
(https://dl.dropboxusercontent.com/u/38606641/Brevis/Screenshot%202013-12-31%2001.18.24_thumb.png)
Full Size Image (http://dl.dropboxusercontent.com/u/38606641/Brevis/Screenshot%202013-12-31%2001.18.24.png)
UMA
The characters in the screenshots and guys that I created with the UMA stock custom creation screen. They're plugged into mecanim and I've got some basic animations on them. If there was an AI kit I could probably drop it onto these guys in a few minutes, or any randomly generated characters UMA spat out for that matter. I chose to place saved avatars because serializing the randomly generated avatars and reusing them later is quite a nice tool to have. More so than just throwing random looking characters around... It significantly speeds up the character creation process and now I just need accessories.
I'm going to make some custom clothing assets next and see how difficult of a time I have putting them into the UMA system and using them on the characters. After that I can probably get Joen's upcoming Power Pack and use his scripts to extend the customization control.
Level Design
Made some real leaps toward customizing these kits and moving them away from the stock appearance. I dug in and revamped some of the textures and changed quite a bit, significantly improving the kit with the bright textures and star-trek-ish interiors. I'm pretty happy with the quality of the interiors and the level of customization I've been able to get by butchering the stock files... Definitely going to be pushing further on that.
Lighting
I got Unity Pro and have been whipping the lighting into shape, along with sorting out problems I've found with using deferred mode and multiple cameras, among other things with DX11 and shaders in general... Much frustration, but post effects and everything are working nice now and I know what the limitations are.
AI
Worked on it a bit but couldn't seem to really make any breakthroughs. I contacted the UnitySteer developer and he pointed me toward some of his scripts so I'm going to start digging into them and trying to duplicate his algorithms in Playmaker. I really want the AI to be fully done in Playmaker.
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What a great sense for art and functionality!
AMAZING WORK Lane, keep it up!
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What a great sense for art and functionality!
AMAZING WORK Lane, keep it up!
Thanks =)
More updates soon, the AI has wised up.
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Now on IndieDB!
http://www.indiedb.com/games/brevis/ (http://www.indiedb.com/games/brevis/)
(http://button.indiedb.com/popularity/medium/games/28675.png)
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Rift Support Added:
https://dl.dropboxusercontent.com/u/38606641/Brevis/Screenshot%202014-01-22%2020.57.06.png
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New blogpost (http://brevisgame.blogspot.com/2014/02/game-progress-update.html) talking about Rift integration, mostly.
Recent updates changelog:
- Removed Ship Building Interface (coming back later when GUI improves)
- Reduced ship speed by half
- Added First Person Character control
- Added look-lock system for targeting with the Rift
- Added interactive random ship building interface in the hangar
- Added functional enter/exit scheme to the ship (you can walk in, sit down, fly, get up, then walk back out through the hatch)
- Added Proportional Navigation algorithm to seeker missiles
- Added better explosion, impact, launch and missile trail effects
- Added better sound effects
- Added various optimizations to all current systems
- Added new, more advanced GUI interface in Hull_1
- Added stationary turret enemy system
- Adjusted sound settings to scale better over distance
- Adjusted Sunshine and Lighting systems
Updated Standalone soon.
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Realtime tracking with the Rift that affects the ingame character avatar in first person.
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NICE!!!
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Thanks!
- Added ingame avatar in first person
- Added IK links to the ship controls
- Added placeholder UMA generated NPC's
- Added mockup space station (better than the old one)
- Added improved 3d GUI for the ship and interactive consoles
- Removed main character head and gave her zombie arms. (rawrrrrgrrhhahh)
- Updated Standalone on dropbox to current build
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New Ship! : Falcon
Inspired by the Star Citizen Scythe and some other sources, here's a new ship. I modeled and integrated this on Friday, took about 8 hours total to model and do the integration for the drop-pit and pop in flight controls + GUI.
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Also some screenshots:
(https://dl.dropboxusercontent.com/u/38606641/Brevis/Falcon/Screenshot1.png)
https://dl.dropboxusercontent.com/u/38606641/Brevis/Falcon/Screenshot2.png
https://dl.dropboxusercontent.com/u/38606641/Brevis/Falcon/Screenshot3.png
https://dl.dropboxusercontent.com/u/38606641/Brevis/Falcon/Screenshot4.png
https://dl.dropboxusercontent.com/u/38606641/Brevis/Falcon/Screenshot5.png
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Looks awesome man! Kinda feels like LEGO!
What are you using for modeling?
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Ha I guess it kind of does have a Lego block feel to it =)
I use 3ds max for all of the modeling.
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AI cleaned up.
It now can chase targets appropriately, fire weapons of any kind with minimal change to the system, lead targets during combat, and correctly segregate its behavior decisions from locomotion.
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Really sleepy, but heres an update =)
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Another small GUI update.
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;DAmazing...