Monday, August 29, 2016

2 Days Earlier

I've decided that the hospital is going to take some time to tune & texture because of how many walls and different angles there are. So I can make it actually look nice (Interior) I have yet to start designing exterior. I have decided that I am not going to post a couple of days, because this Hospital texturing takes definite priority, and I'm having to make up a lot of custom textures from Walls to floors, to even doors so I hope you guys will be patient!

Also, I have an update on the car coming some time soon.

I made the post name "2 days earlier" because the next post will come 2 days later, and relative to that post this post would have been 2 days earlier. I think I made that 2 complicated. *NYEHHEHEHE*.
That was Papyrus.

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

Sunday, August 28, 2016

FM_23 "Food"

This update has literally NOTHING to do with food. Why did I name it food? I designed a medical building for the game. What does that have to do with food? I don't know but in 'Sid Meier's Civilization V' building a hospital gains your city food for some reason.

Seriously, one of my favorite games. But look:

I guess it's there way of making so that city can grow further, because there is no "Health" or "Sickness" level in the game so what else could they use a hospital for. You can get mods to add sickness/health, but that's besides the point.


Right now it's untextured and not very beautiful, but trust me it will be! I've drawn up the blueprints / schematics for the hospital (as currently planned). You guys are free to study it all you want so when you get to play the game, you'll have an advantage!

The information at the bottom left is just useful info for myself.
Medical Building-1 meaning I might make more than 1 so that's one its called.
F1-G meaning displaying Floor 1 Generically (D would be Detailed).
1.5x meaning that when I import the building I set the import scale to 1.5
B-005 meaning the fifth building I've designed.

That's all for this update, hope it's enough to keep you guys interested!

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

Friday, August 26, 2016


This update is all about questions. Since I haven't gotten a comment in 3 months I have somewhat difficulty believing any of these are going to be answered but it's good to have a personal reminder and it'd be great if you guys would share your opinion on them!

1) Destructible
Should there be a lot of destructible? I want this game to be very destructive but running physics over the network can be very constraining on low-end PC's and I want this game to be able to be played on a large variety of computers.

2) Updating
Should the blog receive updates once-a-week and you just get a large list of the updates, or do you guys prefer the every day / every other day posting?

3) Realism VS Low-End
Should the game be more focused on realistic execution of things or should it be more focused on making sure the game can be played on lower-end PC's?

4) Free-To-Play or Pay-To-Play?
Should the game be free-to-play and if so, how would I get money for the game? (Because I can't just put the game up for free and receive nothing for it).
Should the be pay-to-play, and if so how much should it cost?

5) Map size
What should I be going for in terms of map size? Should I be focusing on larger maps or smaller?

6) Detail in map
Do you prefer lots of detail on a map or less?

7) Players
Should there be lots of players in a single game or a little?

Those are all the questions I can come up with right now, if anyone ever decides to comment, I would love to hear some feedback!

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

Thursday, August 25, 2016

FM_22 "Cars"

The title says it all. This update is completely about cars, first a picture of a car:

(That was when I first imported it - Obviously it was slightly too big).

Now a picture of the texture(s) designed to make the car:

I placed an X through it, because... Why not.

And finally, a GIF that shows the car now able to be driven. And able to break through the fences like I was talking about earlier:

I think I don't need to state the importance of this update. 6 hours of figuring out Physics to make the car work, and about 10 minutes to make the fence destructible. And then another 2 hours to make the fence Smoothly destructible. Seriously, talk about a big update. Vehicles AND the fence is destructible. I designed this vehicle actually about 4 days ago, I only got to texturing it yesterday (And yesterday is when I did all this work).

There are a few things off at the moment though. Other players will not see the car moving around and they will not see the fences being destroyed. So network code is my priority right now, and when coding is priority it visually looks like a disaster (Meaning for the blog it's rather boring). So I just hope you guys understand how big this is, and why the next update (or maybe next 2) will not be very visually pleasing.

EDIT: I forgot to put my usual "Thanks for reading" so to make up for it, here's another GIF of the car wrecking:

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

Wednesday, August 24, 2016

FM_21 "Video Update"

This update is brought to you by video. Although I do have one picture:

The video update was created because I wanted to be more in-touch with you guys, but it turned out really bad so I'm not going to post it.

To put it in simple terms, this update adds Water around the map just so it doesn't look like the world ends there for no reason. I also made so the players arm sticks forward and in his hand is that pistol. I also added a grocery store model, and a chainlink fence model.

That's all for this update, sorry it was rather boring and not many pictures, but as I said it would have been a video update. Expect more tomorrow!

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

Tuesday, August 23, 2016

FM_20 "Effects, Lights & Eye-Candy"

Finally, we are here at Update #20 ! It is about time. And what else should I do to celebrate the occasion than make an awesome banner and an epic update?!?!!

As you can already tell this is going to be a visually pleasing update.

Before I start, I want to state that I doubled the map size again to make so the new building wasn't floating off the world, however 99% of the new land is going unused, I have a plan for it though.

First of all, Lighting. The default lighting system of Unity is rather bland, so using different coloring / adjusting ambient light, I was able to create a better "Mood / Atmosphere" effect about the scene:

The difference may not be the most obvious, but the scene is actually slightly tinted a different color, I've also added shadows and made it a different time of day.

The next thing on the list to show off is a brand new Church. Note that this church is still in the making, currently there's no inside and the outside could use some polishing. I also designed some gravestones for it:

Pretty cool, right? But these aren't the main reason I'm excited.

I am excited because when Unity 5 was release, a lot of the features of Unity that you used to have to pay for became free. And this means access to Unity's large library of quality Camera effects! So I played around with them for quite awhile, and the change is tremendous:

As you can tell there is such a tremendous difference. First of all, the lighting is made to be more "Moody" to fit the scene. Second of all, you can see that the shadows between objects is much more realistic. Third, there are "Sun Shafts" coming from the sun. Fourth there is a "Bloom" effect causing the sun to have somewhat of a "Glowing" feel to it. There's more but those are the main points.

These effects are VERY fancy of course, and are not exactly low-PC Safe. So of course the game will have the option to disable all of these effects.

But these new effects allow me to make awesome screenshots like these:
This screenshot was used to make the banner

And finally, just because I find this extremely cool, here's another Before / After:

If you click those and scroll through the pictures, you can get a much better idea. But as you can see, quite a visible difference. I don't expect everyone to be playing with these effects, but for those who can it will definitely help add to the game. I think maybe it might be a bit much, so I may tone it down, but for now, It's cool and I like it.

There's an easter egg that I'm not pointing out, and I'm wondering if you guys are going to be able to find it.

And as always, thank you for reading, subscribe on the right to get emails on new updates, and I hope to see you in the next post! Stay awesome :)

Friday, August 19, 2016

Gonna be gone

I'm going to be gone for the weekend, and then I have a little bit more work to do before releasing the update so the next update won't be until monday. At most 5 days, but no longer.

That's it.

FM_19 "Crops"

Welcome to Update #19 on the 19th. Today's update is rather simple, I share with you some of my plans and show you a plant I made.

The plant:

It's rather simple, I just added it because I felt the farm lacked as much growing-material as a farm would actually have. It still does, but now it feels a little less empty.

You guys might also interested to know that I actually have been very dedicated to this project the past 8 or 9 days. However when school comes around, I would like to remind you all that I will no longer be able to be as active as I have been due to how busy I will be. I manage a lot of communities beyond Game Development. But Game Development right now is my primary focus.

This update is like the bridge update. It's very short because a big update is coming up next. It is also short because I did a lot of programming today, a lot of stuff you guys can't see yet, so I have nothing to visually show the hours of work.

I am at a debate however if the plants should have collisions. They have no reason to have collisions, they're plants. Why would you be able to step on top of a plant while the plant isn't crushed. I don't know why I'm even debating. I'm not gonna add collisions to the plant, but my brain keeps bothering me about it.

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

Thursday, August 18, 2016

FM_18 "Double the size"

This update was actually released yesterday, however it wasn't supposed to be released until today. I had accidentally skipped an update, so some of you might have already read this.

The map size has been doubled as of this update.

That's right, once again bringing you excellence in the world of Game Development, we have doubled the map size. I would like to remind everyone that this map is a test-map for features, and so I am cramming everything I can onto it.

First of all, I got rid of the shack across from the Barn. I'm going to end up placing that somewhere near the barn as a supply shed:

As you can already see, there are a few new things around including the expansion of the road and it turning off to the left there. I tried my best to get some cool screenshots of the map:
A view from the bridge
First-person view of the map (I jumped up to see over the wall)
I ended off the wall, I originally thought I would build a mansion at the walled-in property but then I thought why would someone build a mansion next to a farm. So I'm not sure what I'm going to put there. I do plan on extending the area a little bit and building some houses though.

For this update I worked on a new dirt texture, and I worked on my terrain skills as to make it look like things had been planted. I also created a new model for the farm:

So, as you can see the map size has been doubled and a lot of work has been put in to try and get everything ready. Like I said, there isn't much more I can keep adding, I need to get back to working on the main gameplay, which means these posts are gonna start getting a little more boring. But, it's gotta be done!

Before I get off, here's an overview of the map:

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

Wednesday, August 17, 2016

FM_17 "Building a bridge"

The name of this update is building a bridge. And so, I built a bridge.:

A first-person view from the ground

For this update, one of the first things I did was add detail to that empty area at the far side of the map. And that was to build a bridge. The bridge is its own object and the walls on top of it are the ones I built for the side of the road.

First-person view from the bridge
Once again, I would like to remind people that things are being crammed in for testing, right now we're doing asset creation / scene building and then I will need to focus on gameplay again.

An overview of the map

I'm sorry that this entire update is literally centered around just a bridge, the reason being is I plan on releasing a very big update tomorrow, so stay tuned because it's about to get interesting.

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

Tuesday, August 16, 2016

Sean's Dev

A friend of mine has (very) recently entered the world of Game Development and has decided to make a blog for it! I hope you guys will show your love and support for him as he is just beginning and he is already getting the hang of it.

He's already managed to figure out how basic Unity physics work, how to manage collisions on objects, and he's working on some terrain. The assets he is using aren't his (They're free online) but he's not a modeler, so I didn't expect him to use original). The point being is, this is his first day fully using Unity and he's already made a ton of progress.

Show him love, and check out his Blog:

FM_16 "Props"

Not as productive of a day as I would have liked, but after a very productive week like this, I think I could have done nothing today and that would have been just fine.

First of all, I wanted to make some war props. Players in the game will be able to place props in-game to help them throughout the battles. The ability to blow holes in the ground and then put sandbags / barbwire all around them has always been a plan, and a very ambitious goal.

Today, I attempted to get some of that done by making Sandbags:

Not very proud with the way they turned out, at all. Too tall and it just kinda looks like someone took a wall and painted it. So we can call that a failure.

The second thing is I re-designed the barbwire texture again (This is the 32 Vertices version):

I made sure the lines were thicker so Unity would render them further away and to make it more obvious that this was barbwire. I'm having trouble deciding what exactly barbwire will do, since in-real-life you can step-over or step-on barbwire if wearing protection. So I think I'm going to make different kinds of barbwire. The round version you see will act for purely damage, they will be very easily destroyed but if run into they will deal a lot of damage. I will also be making a flat barbwire that is very hard to destroy and will damage you if you attack it with melee (?). The flat barbwire will slow someone down who is on it and damage them slightly the entire time they are on it. So, two different kinds of barbwire that can be used for two completely different situations.

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

Monday, August 15, 2016

FM_15 "Barbwire"

Today has been a very busy day, I have actually yet to do anything BUT Game Development. Spent hours on the Textualize update and spent hours on this update. I am commited, but don't expect this to keep up when school starts. I have a lot to worry about and I will try to focus on updates as much as possible  Anyway, on to the update!

First of all, I wanted to give you guys a better visual about what I meant when I said the fence was destructible. I showed you how the different parts of the fence could be controlled by physics individually, and so I wanted to show what it would look like if a part of the fence fell apart:

It's not the best example, but I hope it shows a little better how the game can work.

The next thing I did was make a barbwire model and a couple of textures for it. It's a total of 3 different barbwire objects using the same mesh but 2 different textures. Let me know what you guys like more:

I put them in the order I made them. The first one was the first texture which seemed to just be rings floating so I re-designed the texture with a darker color and made the rings connect. However because they appeared to just disappear I designed a second mesh using the same texture and that's the third picture.

Now, the third one is more realistic however because I estimate that a lot of barbwire will be placed along the map I think it's better I go for something a little more computer-friendly. The third picture has 32 vertices and the second picture only has 16. This means if I go with #2 I can theoretically use double the barbwire than the third picture. However, the third picture is more realistic so it's a debate if I want to go for better visual or better performance. A very hard choice because the game is (attempted) to be designed to run on low-end PC's. It would mean a lot if you guys could help me choose by writing on it in the comments!

Just for the heck of it, to test how many people read my posts all the way through, vote on if the barbwire should be more realistic or more computer-friendly:

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

Textualize_2 "Setting up the Core"

Now this is a rather big update, but since the game is in early development it's mostly code so there won't be any screenshots.

#1 The Dialogue
We now have so you can go through the dialogue all the way up to a "beach" scene. This is very important because it now means we have the programming setup for the player to play through the story

#2 Moving room-to-room
We now have setup a "grid" system that controls the player and activates dialogue based on the players co-ordinates. This is very important as it now means the player can move through the world

#3 Music
Original music soundtracks (By Sean) have been implemented into the game and there is now a Music Manager that allows music to be played dialogue-to-dialogue, but most of the time the music will only switch when you enter a completely new area.

That's all for this update, doesn't sound like much but there's a lot going on! Right now the game is 475 lines of code long, so there is definitely a lot going on!

Side Note:
An update for "Future Men" will hopefully be released within a few hours, if not then I guarentee one will be released tomorrow

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

Sunday, August 14, 2016

FM_14 "The Map"

Another fine update on an extra-ordinary blog. Bringing you Update #14 on the 14th.

Today being (by far) the most productive visual day of them all. I don't even know where to begin.
First of all, when designing the starter map I had 2 things in mind. 1 a farm, and 2 a suburb. Somehow I wanted to combine the two into a single map. I did this by making one across from the other (Single house suburb w/ Concrete shack).

So as you can see, very big changes have been made to the map. First of all, the road textures were already designed in the first few updates so I already had those ready. Second of all, when designing this map I actually designed the "Metal Gate" for that specific area between the concrete walls.

Here's a show of assets I've created for this update of the map:

Now the map actually has some good balance to it. The concrete shack provides a hill-advantage overlooking the rest of the map. But the barn provides large cover that can be easily defended. I also plan on adding a window to the barn so they can shoot back at the shack:

And finally, just for the heck of it, here's all the assets I've created for this map so far:

So once again, a very big update, I don't think we're going to be seeing one this big for awhile, I will keep adding on to the map and I'm going to work on making so the player has a gun and is able to shoot it. (Right now they can technically "Shoot" things, but you can't actually tell that the player is shooting because right now its just an invisible line that applies damage).

Something I forgot to mention is that this map is very small and future maps are planned to be relatively large, so this is in no way any indication of size for the game. Also I noticed the wooden-barns roof is shiny like plastic so I removed that

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

Saturday, August 13, 2016


Today was not only productive, it was motivating!

First of all, I got 2 buildings in-the-works. The first building is supposed to be a "Concrete Shack" or something but its textures are acting strange - they won't go on the model correctly - so this is what it looks like until I fix it:

The next thing on my list was physics. My plan is for this game to be very realistically destructible. Or as realistic as I am capable of doing. And so for that I designed a brick and tested out the physics:

I just thought the physics system was really cool, so I had to make GIF's :3

The next thing up is the second building. I began designing a barn and I am not sure how well it's going to turn out, it's not fully done and its un-textured so I'm not going to show it yet.

That's all for this one, I wish I could get started more on the actual map but I don't think it's wise to do so until the buildings are done and right now since one is incomplete and the other isn't working properly, I think it's best to wait.

As a side note:
I noticed that Update 11 came on August 11th
Update 12 came on August 12th
And now Update 13 is coming on August 13th.

I thought that was pretty cool how it just lined up like that randomly

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

Friday, August 12, 2016


Shortened "Future Men" to FM just for convenience, and for whatever reason putting "Future Men" just doesn't feel right.

Today (as yesterday) I got a lot accomplished and designed the first destructible prop. A Wooden Fence.

It is actually broken into separate pieces so that way if you (for example) drive a car through the middle of the fence it can snap in half:

And as you can see there are also little slots in the wooden pole where the wood fits in, it wasn't necessary by any means but it was just some detail I felt I needed to put in.

I'm not very happy with the way the wood texture turned out. I am not sure if you guys are aware but I have been designing all the textures for this game and it is beginning to steer away from the original plan. The original plan was a game with Unturned Graphics, now it is becoming low-res indie graphics. I am not sure how this will look in the final version. Who knows, maybe this will end up being very cool and if not I will just remove the textures from all objects and replace them with solid colors.

The other thing I wanted to bring up is I have begun plans for designing a starter-map. I am not thinking of anything super large (Still bigger than your average Call of Duty Map) but just something where I can test things out. I don't know if you guys have forgotten but I also plan on making so you can do things like blow holes in the ground!

And just because I wanted another picture on this post, I showed how the fence could also act like a Construction-Guide as if the wall was still being built:

That's all for this one, let me know what you guys think and if you have any ideas for the new map (If anyone even reads this blog anymore :P)

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

Thursday, August 11, 2016

Future Men_11

Since this is the first update on Future Men in like 2 months, I spent all day getting ready a big one!

First of all, I would like to say that the first 10 updates were definitely more about programming than anything else. But now that most of the main backbone of the game is finished it's time to spice things up by actually making things you can look at!

First of all, I need to begin the design of a new map, for which I created some new textures:


Mountain / Snow

Beach / Sand

Right now they are simple colors, they will be updated in the future.

The next thing was to make props which will be destructible on the map:

Stacked side-by-side

I also made the texture for the wall:

And now I am going to begin working on the actual map, design a gate for the fence, a few buildings maybe, and hopefully the next update will have loads more!

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

Click "Read More" for Textualize_1