Friday, December 30, 2016

FM_49 "Preparation"

This post is purely to prepare you guys for Update #50. Being the 50th update means that it is my responsibility to mark this milestone with something huge. That means that I can't make this update very big otherwise I won't have enough to post in the next. Now when I say that the next update is going to be big, I really do mean it. Now it'll be hard to make it look big, but I am overhauling a large part of the game, re-programming part of the shooting, re-designing a lot of the visual end of the game so this is really going to be a big update.

I am a bit sad to inform you all that I have to re-do 90% of all models / textures in the game. I've decided that textures will start sharing a "Texture Sheet" (Like MineCraft has a Texture Sheet for their blocks). This will help optimize the game for lower end PC's since only one texture will technically be loading for all objects.

I've also decided to reduce lag by (in the future) setting up LOD. Meaning Level of Detail models. At a distance there is no reason for a model to be super detailed so LOD makes so low-detail models will be all you see at a distance, and higher detail models will be seen up close.

Along with this large update comes with some mention of the new map that I will be working on. I plan on Live-Streaming the map making for those interested, so be ready for a post mentioning it!

That was a lot to go over, so here is a bit of the actual update (fairly small):


This is the new rig system I've decided to setup for the player. Now originally the player saw what everyone else saw. There was just 1 body holding a gun and whatever animation played everyone saw. The problem with this though was the creating of "Odd anims". Basically animations that only looked good to the player, but to everyone else it looked like that player was having "problems".

A good example of this is the last update where I showed what aiming & looking up and down looked like. This is a problem created because I tried to make so the players 3rd person body also was seen by the player himself. That sounds a bit complicated (and it is) but long story short now there will be a player everyone else sees, and a player that the actual player sees.

This may not sound big but it is. It means that I can now completely re-design the visual side of the arms / guns / animations that you will see your player doing. It's a big step toward making the game look and feel better.

Wow that was a bunch of reading containing lots of information (Little that actually had to do with the update itself) but if you made it through all that you deserve a cookie. Hope to see you guys for the livestream & 50th update!

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

Tuesday, December 27, 2016

FM_48 "And we're back"

It took awhile, I know it did. But I am finally back. With school, personal stuff, along with some work it can be hard to manage my time. And sadly that means I've had to cut back on a lot of things, and one thing I hate most of all to cut back on is writing to my blog and Game Development. So I cannot express how painful it has been to go so long without posting to you guys! But I'm back (and hopefully) a lot more updates will be pushing out.

The people creating the "Map back-bone" or the basic design of the maps have been slacking off (mostly because I haven't been saying anything) so I am going to remind them and hopefully I can get the new maps out to you guys soon. I am also working on the actual shooting system. I can't decide how the shooting should work, if it should be like Sub Rosa (One long line that instantly reaches its target) or should it have bullet travel and Battlefield-like graphics (A laser-beam sort of thing that moves quickly across the map). It would be cool to do the second one, but the first one has a certain taste to it that I like. Also it's easier on low-end PC's to generate those more simplistic visual designs.


I am in the process of re-designing the visual end of the player. I will not be designing a new player or anything, but the system I currently have setup looks too awkward. I've avoided screenshots forever because of how horrible it looks, but I can't just keep avoiding the problem. So I'm tearing it down and building it back up newer and better than ever. You may think that this is a bit much, but here I bring you proof of why this must be done.

This is what aiming looks like.
Yes it needs fixing

This is what looking up and down looks like.
Yes it needs fixing

Needless to say, work must be done.
Other than that, there is actually a lot of positive news to report. The programming side of the game is going fantastically. And actually there's already a lot of features in the game, but I'll go into more detail on that in the next update. Right now I am focusing on the visual end of the game, but it wont be long before I'm making so there are server lists, new vehicles, new weapons, new maps, etc. There are a lot of updates to come so stick around! Once again, I have no intention of abandoning such a project. So just to re-state. Yes the game looks pretty garbo atm, but that's just me simply re-modeling some stuff and doing some new animations, the real hard work (Programming) is mostly done with (in that way) so everything overall is going very well.


Honestly this was more of a "keep you guys up to date" than an actual update / patch, but it felt wrong to not put it as an update. Also lighting. I hate the maps current lighting. And the car it looks like its made of plastic... Oh and the interface needs some work (Its too cluttered). I actually have a new interface designed on paper but I still have to make it in some graphical editing software, and then program it in, make so it sizes correctly over different resolutions, and then make so it actually responds to the game.

Wow there's lots to do!
And I hope you're there for it all!

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

Thursday, December 15, 2016

FM_47 "Major Improvements"

This update really focuses on all aspects of the game, and I was actually making so much progress so fast that I ended up forgetting to write down what I was doing. So anything I share with you is only a fraction of what has been done!

Where do I start..?

How about, people getting shot out of vehicles!

[No picture available]

This is a big step (of course) because it means that vehicles are now something I am willing to put in the map. Before this they were just a machine that took you from one end of the map to the other with no worries whatsoever, but now they're a machine that can be killed for, and stolen! And soon I plan on making them destructible.

Balanced Weapons.
No pictures for this but uhh... I buffed the M16A5 Assault Rifle to do more damage, I decreased the fire rate on the M40 Sniper Rifle and I increased the damage / lowered the fire rate of the Browning Handgun.

Fixed Vehicle Sound Glitch
Still no pictures, but the vehicle when driven would have weird "skirt" sound effects (Tire screeching) that went off randomly. Now it just doesn't go off at all.

[No picture available]

Improved Aiming
You can aim down your sights now (More or less) and I added a scope.

[No picture available]

And finally I made so barbwire actually hurts you and slows you down! The slow-down part of it will be used in the future for water.



The next update wont be for a bit because I'm trying to implement a new feature (that NEEDS to be implemented) and it is making so I have to re-do a LOT of stuff, so please be patient!

ALSO I am in the process of preparing to COMPLETELY re-design the way the player shoots, from the way it looks to the way it acts. So that will also take awhile,

I'll try to keep you guys up to date but it's 11th Grade High School, along with work so it's really hard to get updates in

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

Wednesday, December 7, 2016