Donnerstag, 13. Juni 2019

Developer Diary 101 - Fear & Perseverance

Over the last two months I have created two asset lists for music and SFX and pulled a ton of SFX audio from soundrangers. I categorized them and set up Pro Tools sessions for music and SFX.



I originally planned to finish all SFX by the end of May, but as always life got in between. I'm genuinely afraid I'm working too slow, getting too little progress done. But I can't neglect my girlfriend, my family or my job. There is little in my life I have ever wanted more than to create this world and yet I feel constantly torn between my responsibilities and my passions.

There is a part of me that won't allow me to quit, whatever happens. It would feel like the ultimate betrayal, as if I would cut out a part of myself. I catch myself sitting at the piano, playing Lakini's theme over and over again. Improvising while closing my eyes .... I lose myself completely ... and for a second I am back there, inside the woods, trying to find the light I so desperately need.

Surviving as a musician means, that you constantly have to be on guard. Your next paycheque is never secure and your network, your professional performance and discipline determines whether you will survive. It takes constant maintenance and effort to grow and learn.

Ever since my dog died I noticed that I have grown weiry of my everyday life. She used to bring so much energy and light into my life. Now that she's gone I'm sometimes struggling during times when I'm alone. I grow tired and cynical and I don't want to be this way. I'm used to pulling myself back up when I'm knocked down, so this is nothing new to me. But it's hard at times to maintain a steady routine or constant effort in order to persevere.

I have this vision of myself lying in the sun. I am close to a river and I can hear the sound of flowing water in my ears. The wind in the trees, the sun on my face .... I just drift off and clear my mind for the first time in years. I believe in that moment and I want it to happen. I will do what I can to make it happen. Whatever it takes ....







Freitag, 19. April 2019

Dienstag, 16. April 2019

Developer Diary 99 - UI Development Progress

These last couple of weeks I have been working on various UI Interfaces. Here are the most recent versions:




I will in all likelihood settle on the last one: gothic windows with glass mosaic paintings of dharmapalas. There's still a lot of work ahead. I need to replace each individual color segment with individual screenshots tinted with colors corresponding to each element.




Dienstag, 26. Februar 2019

Developer Diary 98 - New UI Attempt with 3d Widgets


My best attempt so far. Shapeplanes with translucent Lensflare Materials merged in a single blueprint which is itself attached to the player character.

Sonntag, 24. Februar 2019

Developer Diary 97 - UI Attempt






Another attempt .... I don't know if I like it or hate it. On the one hand it looks as if a child drew it .... on the other hand it has something innocent and human about it .....

Samstag, 23. Februar 2019

Developer Diary 96 - UI & HUD



Over the last couple of weeks I worked on keyboard and controller (XBox) functionality of the main menu and the game. After a lot of trying I finally found a way to make the main menu work with joypad controls, but a new problem came up in the process .... and it's a problem that is giving me headaches.

For testing purposes I had linked each element to the number buttons on my keyboard. 1 = Void, 2 = Wind, 3 = Fire a.s.o. So when I wanted to switch from throwing fire at an enemy to throwing a water elemental, all I had to do was press the corresponding number button and BAM - the game switched it for me.

But this doesn't work with joypad controls. So right now I'm trying to figure out a non-invasive way of incorporating a basic HUD into the game, that gives players with a joypad easy access to all the different elementals and dharmapalas. I can't expect players to learn keyboard controls while wearing the Oculus Rift. This is especially important, because I need people to test my demo levels, so I can focus on better level design. And nobody can test these levels without proper controls.



I have no idea which direction to take. All I can do is rely on my own experience as a gamer and go from there. Which kind of HUD would be the most non-invasive? How much immersion am I willing to sacrifice? In how far can I use 3d Widgets?






I have already figured out that non-transparent, non 3d Widgets look shitty. As you can see from this test screenshot I made...


So my next likely approach will be using 3d objects as part of the in-game HUD. But I need to find a system that isn't heavy on FPS either ... and currently all my elementals contain particle FX, which will reduce the overall framerate to 0 if the player is constantly staring at 10 of them. Not to mention the sheer annoyance and loss of immersion with an animated HUD.

Tough road ahead.






Donnerstag, 24. Januar 2019

Developer Diary 95 - Creation Of The Final Maze System

As a general rule: If I don't post for a while, it doesn't necessarily mean I don't work on the project. Most of the time it means, that I'm going down an alley (development-wise), of which I am not quite sure yet.

Over the last years I have been bouncing back and forth between various designs of the game world: A procedural world, that creates itself as the player progresses on the one hand, and a pre-generated world, that simply streams in and out levels as the player encounters them. At the same time I couldn't decide on how to optimize performance. That's why I had repeatedly incorporated "forest rooms", closed boxes, that aim to deliver the illusion of a deep dark wood. But every time I followed through with one of those concepts my FPS would eventually drop below a viable point. It always happened during the last stages of game world development and it crushed me quite frequently, because I knew I had wasted hours and hours of work for nothing.

Over the last month, I had the opportunity to try out many things with my new GPU. And this time there was no excuse. If the FPS drops below 90, it's bullshit. If there is overdraw, it's bullshit. If it looks shitty, it's bullshit. Because I knew performance-wise, that I was now on the high end of my previous bottleneck component - my GPU.




And then one night I returned to one of my earlier concepts: A maze-like structure, built from circular walls, with entrances on all four sides of it. About two years ago I had created a procedural maze like this, that would open it's doors to the player once he discovered a diamond hidden in the level. Back then I discarded the idea, because since the maze was procedural it quickly brought me to my limits regarding my skill in blueprint and c++ programming. But then an idea hit me: Manipura Chakra is frequently translated as "the city of jewels".... what if the gates correspond to certain types of gems, that in turn correspond to the five elements that the player encounters?




A unifying concept, that would give room to the entire gameplay I had already set up ... each segment could be optimized and separately streamed, and each part of the maze could be individually prepared as a separate level. There would be no overdraw, as all the other segments would not be streamed at the same time, and the player's line of view would be blocked by these circular walls. There would be no FPS drop, as I would be able to optimize each segment individually. If split into separate segments, I would even be able to use transformable landscape components, lakes, mountains, canyons, as long as they were limited to a single level segment. And the player would still be able to make his own decisions and his own way through the maze, since only one of those four gates needs to correspond with the gem contained in each segment. If one of the remaining three gates by chance corresponds with the gem he encounters, he can move forward in various completely unforeseen directions.









I would be able to use my previously created transition-gates, my destructible blueprints, my dharmapala palace meshes ... all the work was done, it just needed to be put into context and optimized in a way, so that the game was ready for VR.



And so I worked on it. And I created my gems, from public domain images of diamonds. And I recreated my transition gates, so they would respond to the color of the gems. And I set up 8x8 landscape segments and another 36 ocean segments, placed all gates inside the maze and connected them to their corresponding jewels. On top of that I built a randomization system, that places each gem in one of six random locations. So players will never be able to tell in advance where each gem is hidden.



And now all of this preparatory work is done and with a fresh pack of forest assets by the amazing MAWI company, I am ready to start detailed level design of each segment. And the best part? I don't need any outside help. It's all on me, and I love it.