Rainbow Jam 2016 – Day 2

Second day of #RainbowJam16! Pathing & AI

rainbowjam7_crop

Added some rudimentary pathing to the dungeon generation today to allow npcs to navigate & move towards target locations.

The room prefabs now contain interconnected AI pathing nodes which have their door connectors linked to other rooms: making the complete web of paths (I couldn’t use Unity’s navmesh system because of the dynamically generated dungeons).

The actual path finding would need more work to be efficient but I wanted to get something up and running as soon as possible for the jam.

Still don’t know what the game is.

Rainbow Jam 2016 – Day 1

Today marks the start of #RainbowJam16!

rainbowjam4

Using Unity 5 to create… something. Not sure what the game will be yet, but I wanted to have a go at some nice procedural dungeon generation.

I’m quite happy with what I have so far, it uses room prefabs with connection points to string together the rooms with grid based collision detection.

Currently needs some tweaking ensure it always generates with a minimum number of rooms but I’ve made good progress today.

Wallpainter

Working on some tweaks to Foohy’s original Wallpainter app, which allows you to render windows behind the desktop interaction layer (i.e. behind any icons).

Wallpainter

I added better support for multi-monitor setups, as well as some options for specifying exactly where to place windows.  I also made the window title search more forgiving (before it had to be an exact match).

 

I’ve been using this (as shown above) for my displaying my music in a non-intrusive way.

 

You can follow the project here;

johnjoemcbob/Wallpainter

Dare to be Digital: Post Mortem

Team Dziethew had a fantastic weekend showcasing our experimental game ‘The Gods Are Wanting’

(My team mate Dziek talking about our experiences)

Though our original plans to add large amounts of content to the game each night fell through (we spent our nights drinking networking instead), the public reaction to the game was still amazing to see.  People seemed to enjoy the pure fun and weird world of the game, which seemed to make up for the complete lack of polish (we only finished our first build two hours after the event opened).

 

We were so busy running the stall it wasn’t until the final day that I got the chance to quickly run around and play things.  I had a lot of fun with all the stuff I managed to play, but my favourites were definitely:

Gravity Pong by César Parent, a great twist to a classic game.

• Super Block Party by Sofa Squadron, really fun party game with plenty of polish.

Hedra by Kirsty Keatch, a lovely one touch infinite scroller.

KUBOT by Marios Michalakos, sweet minimalist puzzler for iOS.

• The Extraordinary Life and Times of Nigel Farage, Gentleman by Half Lamp Productions, fantastic satire piece with SIX unique minigames – so much effort & polish.

 

On the final night, as is traditional at the end of Dare, there was a Ceilidh held with good music, dancing, & a free bar.  A great end to a great event!

 

Thanks Dare!

Dare to be Digital: Indie Fest

It’s the first day of Dare today and 2 hours into the event we finally have a working game, come play!

So after prototyping various different games with Dziek we changed our idea again a few days ago, and spent the last night creating this game.

A four player build-your-own-monster-and-fight-them game focused on adding special limbs to your god to give them power.

Dead by Daylight

We’ve been playing a lot of Dead by Daylight recently, which inspired me to try my own version in Garry’s Mod.  Here you can see (maybe you can’t, it’s dark and scary) the generator repair system and skill checking.

dbg1

Planetary Annihilation Modding 8 – Networked Play

Currently working on networking the standalone application element of the mod

pamod11

(Art belongs to UberEnt & Planetary Annihilation)

Using the Lidgren C# UDP networking library, which has been really easy to work with so far.

Currently players can connect to games and take turns performing actions, which are validated by the server & then sent to all connected clients.

pamod12

(The turn notification UI is just placeholder at the moment)

Planetary Annihilation Modding 6 – Galaxy Generation

With my Honours project done, I am happy to finally get back to this.  Working on some procedural galaxy generation.

pamod7

(Art belongs to UberEnt & Planetary Annihilation)

This should allow for some more interesting layouts, as before I was just hard-coding the systems and the routes between them.

 

The generation works by;

• Randomly positioning a number of systems within a bounding box, while collision testing to ensure there is no overlay between themselves

• Connecting all systems within a short range of each other

• Grouping together all the systems which are linked

• Finding the shortest paths to link these isolated groups of systems together

 

It seems to work well enough for my purposes at the moment, but I could make it more interesting by adding some more random paths later on.

The systems also have a procedural name which just combines two strings from arrays of names and suffixes.

Planetary Annihilation Modding 2 – Progress!

Progress with the actual modification part, now when players build something they will construct their unique version instead of the default.  This may not seem like much but it forms the foundation of the concept, as it allows each player to have separate statistics and units.

Planetary Annihilation Mod 2

(notice that the tower’s name has been appended with a 0, as I was the first player)

Also thanks to wondible for the Instant Sandbox test environment mod

Planetary Annihilation Modding

I recently started playing Planetary Annihilation: Titans (PA) multiplayer with some mates & have been really enjoying it.

Planetary Annihilation Mod

 

As with any enjoyable PC game I quickly started looking into the modding scene, to improve our experience with preexisting mods and look into creating mods for the game personally.  I discovered that PA actually has a notable mod community (though fairly small in number), which was strongly encouraged by Uber Entertainment (being listed initially in their Kickstarter as “Advanced Modding features”).

 

I’ve decided to try and make my own multiplayer version of the game’s Galactic War campaign mode.  In this singleplayer mode the player moves through a galaxy map playing AI skirmishes and unlocking new technologies (e.g. new units or buffs) for each victory.  My current concept is an external galaxy map featuring the functionality of the campaign and allowing for new technologies to be unlocked, which I have created a small prototype of in the C# game framework Otter (as pictured above).  This external application will edit the base .JSON files describing each unit and export them into the game.

 

The major problem I foresee at the moment is that most of the unit .JSON files are not unique per player (excluding the unique commander units), which would cause any technology unlocked to be shared among all players.  My current low-tech solution to this is to make a copy of each unit per player and then alter their build menu UI to reflect this.

 

You can follow the project here:
johnjoemcbob/PA_MultiplayerGalacticWar

Unity Physics Multiplayer

Started testing out the new Unity multiplayer system today.

Ritual Sim

 

I made a little physics sandbox with player interaction inspired by Citizen Burger Disorder, namely that the player has two hands which can independently raycast forward and pickup physics objects.

 

The new UNet networking system is much improved from the old implementation which I tried out a couple of years ago, as it is now integrated more closely with the scene object and component system rather than purely code based.

 

Source Code:
johnjoemcbob/RitualSim

Game Jam – Leap Motion 3D Jam – Day 9

Menu changes

Leap Jam 9

I got a comment from Aitem who rightly pointed out that there was no way to exit the game.  There is now!

I also took this opportunity to add the actual credits menu, which contains the details for the music and fonts used.

 

On another note; There are 4 days left of the jam!

Leap Deadline

I feel like I should be more worried about that than I am, normally at this point I am just starting or certainly have a long way to go.  This year I started at a normal time and kept working on it, and I’m really happy with what I have as a result.

 

Game Jam – Leap Motion 3D Jam – Day 6

Recorded instructions, new minigame; Buzz Wire

 

I’ve been working on using the built in record/playback functionality of the Leap HandController, which has allowed me to record gestures to be played at the start of each unique minigame.  This will make the game much more playable, no longer requiring me to be present to explain each section.  This was something I kept encountering while play testing with other members of Abertay Game Development Society, if I left them without instruction some of the minigames would confuse players.

I also found after play testing feedback that the game was still much to hard (after all it started off as an effort to beat Dziek at his own game), which makes the experience a lot less fun.  The minigames now start off very easy, to introduce the mechanics.  These are later built upon to create more challenging sections.

 

I also added a new ‘Buzz Wire’ minigame, based on the common guide-a-loop-along-a-wire-without-touching-it games (pictured above, real-world example below).

 

Finally I started polishing up the menu; now it has a theme better fitting the rest of the game.