Saturday, March 26, 2016

Future Men_9 "Crosshair & Shooting Players"

Here we are Update #9, I'm actually kind of exited.
To tell you the truth, when I'm motivated, I get shit done. For me this is only Day 3 of development, but your not going to see this post until a lot further in. This is because (if you saw in last post) I'll be gone over spring break and I want you guys to still be getting updates.

So, first thing off the bat I got a crosshair. Most of my games don't have crosshairs but in my more recent ones I started adding them because it just makes things convenient, it's nothing fancy. Just a quick Crosshair made in like 10 seconds:



The picture isn't going to look super-cool because it's a very small image and sizing it up large enough for you to see makes it all blurry.

The next thing I did was make so when the player destroys the box, it destroys it across the network (Which was successful). And finally, I made so you can "Shoot" each other. It successfuly syncs over the network now with objects too. Before when you destroyed the box, everyone connected saw it destroyed but anyone new who joined would see it still there. Now if its destroyed, it'll be gone permanently. This was done by some advanced code setups (Lots more lines of code) and will stop a bunch of future errors.

Master client cannot kill the other player - but other player can kill master client.
The problem is that we are only destroying truly if the object is owned by the master client.
This is because he said the only way we should destroy otherwise is if instantiationId==0, but adding a debug to show a players instantiationID when they spawn in will show that they never equal 0. And if did, that would mean only the first player that ever spawned in could be killed. This was fixed by telling all players on the network to destroy the object over the network. This isn't the cleanest way to do it, and it certainly makes the console yell at you, but it works. And it works without any glitches, and that's good enough.

So a lot of bug fixing & testing & tweaking. But the players can kill each other, well I say "kill" make eachother simply vanish / no longer exist.


Yes I know these latest updates have been pretty boring - but they're all about network code. Once that's all done and we start doing visuals again, I promise things should look a lot less dull :D.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome:)

Wednesday, March 23, 2016

Future Men Spring Break

I'm going to have the last two written posts published over the course of the spring break, note that I will be unable to access game development over spring break, so nothing will be done.

This will be about a week and a half till I can work on the game again, until then hope you guys enjoy Spring!

Future Men_8 "Shoot!"

Update #8

WE CAN SHOOT THINGS!

Now there's no gun,
and there's no effect..
You can't see the bullet...
You don't even know if your shooting...
BUT YOUR SHOOTING.

Basically right now the game draws an invisible line to infinity then returns the closest thing that it hit (So close as it isn't you) - which I might change in the future because I'm pretty sure I'm going to make so you can shoot yourself if you aim down and shoot your foot.


Right now that box is the only thing you can destroy, but it's still quite exiting!

A good 90+ lines of code to do all that. (And all the bug fixing it took)

I know this update was rather short but I;m trying to create a bunch of them because I'm going to be gone for spring break (And unable to work on games), but I still want the blog to update. So I'm creating a bunch of shorter posts so that the blog will still be updated at least every other day well I'm away.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Tuesday, March 22, 2016

Future Men_7 "Bugs"

Thinking about a new title for "Future Men"...

Anyway, today was productive once again - last time I told you that I fixed the glitch where the players head wouldn't track rotation over the network (And the player could control other peoples heads) well I fixed those two glitches and created a new one:


As you can see, whenever the player moves around their head goes further than them and then takes some time to sync back into place. The head forward-glitch was brought on by tracking the head at all. The slow movement back into the body is because I tried to fix the glitch by making so the network tracked the head slower than the body (which as you can see didn't work).

My next idea was to only track the rotation of the head, rather than the position (and increase how fast the network tracked the head so we didn't get that super-delayed glitch). The result was that the glitch was completely fixed.

Second thing to deal with was the MouseLook. The current MouseLook could "Stack" meaning if I put my mouse down-and-down-and-down and just kept going down, just as much time as I spent going down it will take me to get back up. This is VERY inefficient meaning that at all times you'd have to be cautious of looking too far up or too far down.

After multiple attempts that last glitch still remains, but I'm going to leave it as is and move on to the next step!

SHOOTING.

Next post we should be shooting things, that's irght.
Get exited.
Post a comment.
Wait for next post.
Stay awesome.


SIDE NOTE:
I will probably not be able to have any updates over spring break - I have all the way done to update 10 done - and today I might be able to throw a couple more in, but most likely you won't get updates over spring break, However there is a possibility that I might get them in (But it's very low, so don't get your hopes up)

Monday, March 21, 2016

Future Men_6

And here we are, the next day after that series. You are probably seeing this about 3 days after it was written.

Anyways, Update #6!

Of course, before I do anything graphically pleasing I need to get gameplay down first. So sorry for the lack of buildings, roads, and map but by doing the basics first, I'll be making the rest of the development a lot easier, rather than doing it all at once.

(I'm also conflicted if buildings should be destroy-able or not - It'd be a cool feature - but take more time and I kind of want to get this game going).

1) Sync Animations
(I don't think I showed it) but I believe I mentioned that animations do not currently sync over the network, so though you may see yourself walking everyone else sees everyone as scratching their heads. But that's all fixed now.

2) Moving their heads
There is this weird glitch with the new head-motion script I created where YOU control other peoples heads - and they control your head. It was basically the same problem that in my other games made so you could control other players and they could control you. The problem was fixed by disabling the script for all but yourself - then telling the network to track the head separately from the player.

3) Road Textures
Though I'm not going to start working on roads or buildings, it's good to have the textures out of the way, just for when I'm ready. They're not much, and they didn't take long to make (and are nothing special) so I have no problem sharing them:


Sorry that this is the only picture on this post, I could have thrown a picture in their of the players rotated head, and a quick gif showing that the player can see eachothers animations over the network but that seems sort of lazy to me.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Sunday, March 20, 2016

Future Men_5

(4/4) - All 4 updates were done in a single day over a stretch of 11 hours. These updates are being posted once a day so that when I am unable to work on updates one day, an update will still be being psoted to the blog.
Here we are at Update #5!

FUN FACT:
I actually had update 2~5 (this one) completed in a single day. But we all need rests, so I spent 12 hours today creating all 4 of these updates, and will post them every day here forward so that way rather than spending a little bit of time each day creating updates, I can do one day big-updates and in case I can't work on updates one day or have to go somewhere where my computer is not accessible, you will still be getting the posts and updates! But to make it feel more involved I still label things like "today" as if I had done that update the day the post came out. That's not to say that every post I make was done before-hand, but in this case it's true.

Today was a VERY productive day. I almost finished-off the base network code (Well technically I did) but there's still more I want to get done.

First off, showing off the final result of todays labor I show you the character moving around, going inside of a building, and then at the end giving you a little head-movement:

Also I need a new GIF Recorder - Because a black bar mid-screen isn't very professional

You may have noticed that there is an insane jump. That is because I put it there for testing, and it's pretty fun to keep around. (Will fix when I feel like it).

So basically the movement was smoothened, the apartment building was added back into the scene, and the player successfuly syncs over the network. Oh and I forgot to mention, there's a walk animation now, so that's something.. (And the falling animation).

It may not seem like much, but again it was some hours of non-stop programming.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, March 19, 2016

Future Men_4

(3/4) - All 4 updates were done in a single day over a stretch of 11 hours. These updates are being posted once a day so that when I am unable to work on updates one day, an update will still be being psoted to the blog.
Finally getting to Update #4!

In this update I worked (again) on the Network-Code side of things, but there are some cool improvements (That I've never even attempted in my other games before).

1) Mecanim Movement
Any game you see where your grabbing ledges, or your feet just perfectly sync with how you move, they use Mecanim Movement. This means that your animation controls movement (which most modern games use this), however this is a lot harder to do that first anticipated, though I attempted it I'm going to stick with Mecanim/Script mix (Which is Mecanim controlling animations but the actual movement is coming from a script - which is why it can sometimes look like your character is ice skating).

2) PlayerModel
The PlayerModel is very basic and I did create a few animations include an idle animation and run animation (But the run animation is so glitchy I can't implement it).



3) Head Movement
In my previous games you rotated left / right / up / down, and that was that. But this time around I made so the head moves separately, but the same.


This new movement makes the player feel a little more "alive", rather than just some humanoid-looking thing.

Also rather than using Unitys default FirstPersonController to control movement, I actually created my own movement script so I could line up my animations, and the network. This will make the game a lot easier to code in terms of my-own-coding, and it also makes the game feel more "mine" since I made the movement script.

That's all for this update, nothing terribly exiting but still lots of hours put into it.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, March 18, 2016

Future Men_3

(2/4) - All 4 updates were done in a single day over a stretch of 11 hours. These updates are being posted once a day so that when I am unable to work on updates one day, an update will still be being psoted to the blog.
Update #3!
So today was all about setting up a test scene, and creating the network code.

(Unlike my other games) one of the first things I addressed was the movement of the player. Rather than  focusing on all aspects of the code - I worked to finish each first. And so this time rather than seeing choppy player movement, your going to see somewhat of a smooth but delayed movement (Sort of like Unturned 3.0). Now in the future I will be doing 2 things:
1) Making the movement less delayed
2) Using 'predictive' movement so it predicts where the player will be going (Going to have to play around with this one)

I also created the test scene based off of my favorite YouTube Tutorial series "quil18creates":


It's sort of my take on his test scene, only a lot more simplistic.

I also created a "Base" for the player (so they could see eachother)


This is one player looking at another player from the 2nd floor of one of those buildings). As you can see the playermodel right now is just a block that doesn't even touch the ground. Great.

But overall this is some good hours of work making so the player can connect to the network, spawn in correctly, see each other smoothly, and not look like complete garbage. Right now the players cannot collide with each other, and I am thinking about fixing that but I'm conflicted if the players will ever be able to touch each other, we'll see.

Anyway, thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Thursday, March 17, 2016

Future Men_2

(1/4) - All 4 updates were done in a single day over a stretch of 11 hours. These updates are being posted once a day so that when I am unable to work on updates one day, an update will still be being psoted to the blog.
Update #2 of Future Men

So today I actually finished the first apartment building (I wasn't happy with how small it was - it could only fit one room per floor) so I decided to make it into a construction site:


And finally, I worked on the first GunModel:


So that's just about what i have done so far. I'm re-writing all my old Network Code from scratch so it'll be awhile, making the player able to join a room, see eachother, and eventually shoot eachother.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Tuesday, March 15, 2016

Post 111 "Future Men"

I can't do it, I can't stick to that game.

I tried, I really did, I didn't get much done because I couldn't bring myself to become motivated enough to work on it. Maybe I'll come back, but for right now it's out of the question. But I'm not dropping a bomb like that and then leaving you to scratch your heads. I came up with a new game called "Future Men" with a more simplistic design so I have a chance at actually finishing it.

The idea behind the game is a shooter with low-poly easy-to-do graphics, so this game can run on low-low-end pc's and still have it's own charming graphics style. Currently I have a few things rendered up:

The PlayerModel (Unofficial)

And a very small apartment building (I wouldn't want to live in that xD):


Wireframe of the Building - Stairs Highlighted - Orthographic view
Exterior of the Buildings - Orthographic view
Front of the Building - Orthographic view
Interior (First Floor) the reception area


So it's not much, but it's a good start, as you can tell I'm not spending mass amounts of time or detail in the buildings / models so that way I can get through the game relatively fast (Since I plan on designing a lot of different and unique buildings, I can't afford to get caught up in the minor things).

So as you can see, the game is rather simplistic and goes very well with my modeling style (and what I'm not too lazy to do). Because I COULD do advanced models, but once again when thinking big picture like that I tend to lose motivation. So I just add things as I go.

Hopefully this will at MINIMUM turn out like Sub Rosa where it's next-to-ready to be Greenlight.

Well that's all for today, probably finishing this building and working on a new playermodel tomorrow (and maybe starting on another building) - also gotta get the roadmap done - BUT ONE THING AT A TIME!

My YouTube
I also started doing a YouTube (Gaming) which has 61 Subscribers
And nearing 2300 total views

I had even been logging my YouTube progress but just
today created the blog for it:

But what I really am exited for is one of my videos got really popular
among the Reign of Kings community and hit 1400+ views

This means my time is split but I try to make time for both Game Development and YouTube Gaming.

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)