Dienstag, 26. Juli 2016
Developer Diary 31
Finally finished the Monastery City. The atmo is amazing and it's crazy fun to roam through the abandoned buildings and look for money and items. But I'm not too happy about texture resolution and material specular maps ... but I'm slowly getting there ...
Mittwoch, 20. Juli 2016
Developer Diary 30
Found a second job to keep me above water for a couple of years...
Nobody ever talks about how damn hard this process is. I've set up two traders inside the monastery and added a basic monk AI. I want to finish the demo so bad, but I'm just exhausted to the core. Every day I spend hours on this damn world but I'm slow. I'm just so damn slow...
(Yes I know, the setdressing around the traders looks shitty, the font looks shitty, but at least the code works flawlessly and it's actually a really comfortable system to buy items while wearing the Oculus Rift)
I've had my first lucid dream, when I was 10 years old. I was in the woods, running from faceless, naked creatures together with a girl. We were hiding underneath the pine trees and we tried not to breathe so they wouldn't hear us. I still remember the smell of the pine tree as I was lying there. I remember how she pushed her hand on my mouth, so that I wouldn't make a sound. And I remember that we spent the night in front of a camp fire near a lake or a shore or a water source of some sort... even though I was aware that this was a dream, I didn't even think about changing the environment to my liking or trying to fly. I was way too involved in the dream itself.
Different dream, different day: I remember the manta's pulling me underneath the water. I remember soldiers in the woods, like machines looking for us. I remember the sound of the speakers that didn't really provide information of any sort ... they were just like ... a background sound. Like a radio show. In my dream they felt completely out of place, because they sounded so uplifting and comical at times.
One night I was in my hometown - but it wasn't my real hometown. It was a city on the cliffs next to a large building. Everything felt like home ... but the city was abandoned. (I figured the large building may have been the monastery and so I decided to add this city close to it as you can see in the Work-In-Progress screenshot above, which by the way forces me to handcraft an enormous amount of meshes again)
With time I found that all these places had a common core. They were all part of one world, sharing various aspects of a single environment. I just want to see them again, which is pretty much the main reason why I'm building this world.
There's this voice in my head that keeps shouting at me: "Just cut the trailer already!!!" There's a whole list of people that I have been promising a demo release over and over again. But it's not right yet. And the story's not right yet. There's something missing, something is out of place. Even though each day more and more pieces seem to fall into place.
The world around the monastery is a representation of Jonah's mind. The dharmapalas emerge from his inner qualities: Wrath - Fire / Equilibrium - Water / Determination - Earth a.s.o. They represent his light, his strengths. Even though they appear as "wrathful deities" at first, they are his greatest allies in the fight against his shadow (creatures, speakers, soldiers, the Wendigo, Silber). But he's not the only one who died on that battlefield, and he's not the only one stuck in this purgatory. I imagine the monastery might be filled with broken and wounded soldiers who seek refuge in between their trials in the woods. What about their allies? What about their lives? What about their fears, their thoughts? Would they interact with Jonah? Can they even see him? Would they experience the same environment that Jonah is experiencing? Would it TRULY be a battle royale between him and a group of people who died that night in the cross fire? Why would they make him out as the enemy? He didn't take part in the battle before his death after all ...
And my biggest problem right now: How can Jonah truly die, if he is already dead? Where is the element of danger? I always pictured something similar to the feeling of being pulled underneath by a group of mantas .... but if he gets shot in the woods .... how would that affect him? He's not stupid, he knows he's dead. He knows none of it is happening in the "real world". Why would he be afraid? Why was I so damn afraid in those dreams, even though I knew that they were just that?
I remember being afraid of ... eternity. I felt that those mantas were limitless beings, and that scared me to the core. Everything in my daily life has boundaries of some sort. To come face to face with something that just has none, is beyond words. But how can I convert this emotion into a visual or auditory experience for the player?
Jonah's shadow is the reason he's dead. His shadow convinced him to kill himself before the soldiers even arrived. A second consciousness inside of him, that turns all his emotions, hopes and dreams upside down. Jonah loves, his shadow hates. Jonah builds, his shadow destroys. Jonah wants to get rid of his shadow, his shadow wants to get rid of him. He despises his shadow, his shadow despises him. And it eventually manifests in the "Wendigo" a creature that feeds on beings of the same kind - a cannibal.
Would the soldiers in the woods perceive Jonah's Wendigo? Would Silber and Sarah perceive the Wendigo? What is Silber's connection with the Wendigo? Silber lured those kids in between both army fronts. What if Silber is still alive, but Jonah perceives him as the Wendigo nonetheless?
Once the path down from the monastery to the water is finished, I can set up the shore on the other side with watchtowers and patrolling soldiers. The player can find chests and wallets of Reichsmark inside the abandoned houses and underneath the water. He can then use those to buy items or dharmapalas (of course he can only do that in the demo). The crawling giant from one of the earlier screenshots will hide underneath the ocean. When Jonah gets too close to the bottom of the sea, those creatures will crawl towards him and try to devour him. At the same time underwater canyons open up around the monastery. If the player dives down there, he will face the mantas.
I'm watching every single movie that contains a battle royale these days ... I need to listen to "Lakini's Juice" more often. After all it was the main inspiration for all this ...
"It was an evening I shared with the sun,
To find out where we belong,
From the earliest days,
We were dancing in the shadows"
LIVE - Secret Samadhi
Nobody ever talks about how damn hard this process is. I've set up two traders inside the monastery and added a basic monk AI. I want to finish the demo so bad, but I'm just exhausted to the core. Every day I spend hours on this damn world but I'm slow. I'm just so damn slow...
(Yes I know, the setdressing around the traders looks shitty, the font looks shitty, but at least the code works flawlessly and it's actually a really comfortable system to buy items while wearing the Oculus Rift)
I've had my first lucid dream, when I was 10 years old. I was in the woods, running from faceless, naked creatures together with a girl. We were hiding underneath the pine trees and we tried not to breathe so they wouldn't hear us. I still remember the smell of the pine tree as I was lying there. I remember how she pushed her hand on my mouth, so that I wouldn't make a sound. And I remember that we spent the night in front of a camp fire near a lake or a shore or a water source of some sort... even though I was aware that this was a dream, I didn't even think about changing the environment to my liking or trying to fly. I was way too involved in the dream itself.
Different dream, different day: I remember the manta's pulling me underneath the water. I remember soldiers in the woods, like machines looking for us. I remember the sound of the speakers that didn't really provide information of any sort ... they were just like ... a background sound. Like a radio show. In my dream they felt completely out of place, because they sounded so uplifting and comical at times.
One night I was in my hometown - but it wasn't my real hometown. It was a city on the cliffs next to a large building. Everything felt like home ... but the city was abandoned. (I figured the large building may have been the monastery and so I decided to add this city close to it as you can see in the Work-In-Progress screenshot above, which by the way forces me to handcraft an enormous amount of meshes again)
With time I found that all these places had a common core. They were all part of one world, sharing various aspects of a single environment. I just want to see them again, which is pretty much the main reason why I'm building this world.
There's this voice in my head that keeps shouting at me: "Just cut the trailer already!!!" There's a whole list of people that I have been promising a demo release over and over again. But it's not right yet. And the story's not right yet. There's something missing, something is out of place. Even though each day more and more pieces seem to fall into place.
The world around the monastery is a representation of Jonah's mind. The dharmapalas emerge from his inner qualities: Wrath - Fire / Equilibrium - Water / Determination - Earth a.s.o. They represent his light, his strengths. Even though they appear as "wrathful deities" at first, they are his greatest allies in the fight against his shadow (creatures, speakers, soldiers, the Wendigo, Silber). But he's not the only one who died on that battlefield, and he's not the only one stuck in this purgatory. I imagine the monastery might be filled with broken and wounded soldiers who seek refuge in between their trials in the woods. What about their allies? What about their lives? What about their fears, their thoughts? Would they interact with Jonah? Can they even see him? Would they experience the same environment that Jonah is experiencing? Would it TRULY be a battle royale between him and a group of people who died that night in the cross fire? Why would they make him out as the enemy? He didn't take part in the battle before his death after all ...
And my biggest problem right now: How can Jonah truly die, if he is already dead? Where is the element of danger? I always pictured something similar to the feeling of being pulled underneath by a group of mantas .... but if he gets shot in the woods .... how would that affect him? He's not stupid, he knows he's dead. He knows none of it is happening in the "real world". Why would he be afraid? Why was I so damn afraid in those dreams, even though I knew that they were just that?
I remember being afraid of ... eternity. I felt that those mantas were limitless beings, and that scared me to the core. Everything in my daily life has boundaries of some sort. To come face to face with something that just has none, is beyond words. But how can I convert this emotion into a visual or auditory experience for the player?
Jonah's shadow is the reason he's dead. His shadow convinced him to kill himself before the soldiers even arrived. A second consciousness inside of him, that turns all his emotions, hopes and dreams upside down. Jonah loves, his shadow hates. Jonah builds, his shadow destroys. Jonah wants to get rid of his shadow, his shadow wants to get rid of him. He despises his shadow, his shadow despises him. And it eventually manifests in the "Wendigo" a creature that feeds on beings of the same kind - a cannibal.
Would the soldiers in the woods perceive Jonah's Wendigo? Would Silber and Sarah perceive the Wendigo? What is Silber's connection with the Wendigo? Silber lured those kids in between both army fronts. What if Silber is still alive, but Jonah perceives him as the Wendigo nonetheless?
Once the path down from the monastery to the water is finished, I can set up the shore on the other side with watchtowers and patrolling soldiers. The player can find chests and wallets of Reichsmark inside the abandoned houses and underneath the water. He can then use those to buy items or dharmapalas (of course he can only do that in the demo). The crawling giant from one of the earlier screenshots will hide underneath the ocean. When Jonah gets too close to the bottom of the sea, those creatures will crawl towards him and try to devour him. At the same time underwater canyons open up around the monastery. If the player dives down there, he will face the mantas.
I'm watching every single movie that contains a battle royale these days ... I need to listen to "Lakini's Juice" more often. After all it was the main inspiration for all this ...
"It was an evening I shared with the sun,
To find out where we belong,
From the earliest days,
We were dancing in the shadows"
LIVE - Secret Samadhi
Mittwoch, 13. Juli 2016
Developer Diary 29
Built the architectural set dressing for the monastery (meshes, window arcs, crosses). Next up: benches, altars, candles, electric lights, pipes, tables and finally AI).
Montag, 4. Juli 2016
Developer Diary 28
I finally learned how to handle Behavior Tree, Blackboard, AI Controller, Services, Decorators and AI Character Blueprint communication - without Tutorials this time, because all these videos just drove me nuts. I need to release the demo and the trailer on Patreon near the end of this month, because I'm going broke ... I'm getting a lot of inspiration from the Dark Project aka "Thief" series these days and I'm looking into "Shadow of the Colossus" as well. I still need to take care of the interior set dressing of the monastery and build a basic path from the monastery to the beach and into the woods. I'll need to fine-tune the AI from now on and work solely on gameplay and atmosphere until the end of this month. With a bit of luck I may be able to make it.
Donnerstag, 23. Juni 2016
Developer Diary 27
Those two numbers cost me more than 100 hours of work, tutorial videos and frustration. Apparently the characters weren't moving because the acceptance radius was overlapping with the random point created. But of course there are other reasons for characters not moving.
I now know all of them.
Fun, fun, fun.
Samstag, 18. Juni 2016
Developer Diary 26
I have been working like crazy on the monastery interiors and on the soundscape these last couple of weeks. Always in the hopes of finally getting to a decent result, a screenshot containing the monks walking towards the broken and hurt people lying in the courtyard or even a trailer segment including VO and Music.
About two months ago, I sidestepped a severe AI problem. The blueprint nodes that were responsible for character movements were bugged in the latest versions of UE4 ("Move to Random Point in Radius" doesn't work for some people, and I'm one of the unlucky ones). I figured: Just give them a couple of weeks and there will be enough posts in the UE4 forums, and one of these days you'll be able to fix this. So I jumped on the architecture and on the VO. The good thing is: Both are almost finished, but my AI is behaving like .... actually it's not behaving at all. It's just standing there. Glaring into nothing.
There is a workaround: Control the AI not through the Event Graph inside the Character Blueprint, but instead through a complex system including Behaviour tree, Blackboard and AI Controller Files. Sooner or later I would need to learn this system anyway, because it is easier on the overall performance and it's industry standard to work with Pawns in this way (so other programmers would be able to use these files from the get go). But to this day I failed each and every single tutorial video that explained how this system works. I just can't wrap my head around it or get stuck on another bug in the engine. And the Event Graph system would be soooooo much easier to implement ...
I want the monks to be able to talk to each other, and to the wounded soldiers lying around the courtyard. I want the giant mechanic soldiers in the woods to move intelligently towards the player and target areas around him, so the player will be driven towards them and not away from them. But all this takes time..
I guess every developer is stunned by how impossible it is to stay in line with set deadlines even when you were dead sure that you would be able to meet them. I can't very well bitch at crew members for not keeping deadlines if I'm no better myself. Lesson learned. Moving on. Day by day, hour by hour, minute to minute.
Donnerstag, 2. Juni 2016
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