SITREP - Week 022

published Friday, 7 Oct. 2011, 16:00 by Reese

Deadlock is progressing and the office got a long awaited overhaul. Read more from your favorite game devs in this weeks SITREP

Please remember that you can support the development of Interstellar Marines by upgrading your profile to Spearhead or Frontliner, or by purchasing a few Support Medals in our [Shop]

Read last weeks SITREP [Here]

Team debriefing

Kim
Kim (ZPSHicks)
Game Director

"Having momentum on an ambitious project like this, is one of the best feelings in the world, we're all super excited here at Zero Point Software: We love Unity's AAA commitments hinted in Unity 3.5, especially now that we've started pushing Unity in a direction where its absolutely crucial that it'll deliver AAA quality and performance, which we can continuously harvest, as we make Deadlock the complete immersive and dynamic experience, we all so desperately need to play.

Most of the Deadlock concept is nailed and will slowly start its transformation into game assets, the network systems is getting off the ground and our immersive character controller is progressing fast and we've even rearranged our office to make room for two more people .. It seems like there is nothing but clear skies an open roads ahead (at the moment at least! :)) and its just pedal to the metal, not looking back before we start playing Deadlock with you; our awesome community!".

heks
Mikael (heks)
Lead Programmer

"Most of the week has been all about cleanup; cleanup of the office, cleanup of planning and cleanup of our minds!

In the time in-between office moving and company meetings I've been researching a bunch of networking-, animation- and physics-related resources as I've hit a few stumbling blocks in Unity. These are mostly related to how the multiplayer experience will "feel" and react in circumstances where the client(s) and server are "out of sync" in their physics simulations, and where corrections are needed.

It will be interesting to see how far we can get and I'm pretty sure that the end-user experience will be pretty good *most* of the time, but for the edge cases I have a hard time seeing how we can solve the issues as elegantly as most other AAA FPS'es that run on non-closed-source engines. Time will tell.
".

Scribblehead
Jesper Andersen (Scribblehead)
Concept Artist

"Hey all - this is gonna be a quick update. Yesterday and today i've been having a couple of talks with Kim and anders about our how we'll tackle the interiors. So far i've made some progress, but its all early WIP concepting at best :) along with a couple of moodboards to sell my ideas to the gents. Next up though i'm off to weapons it seems - i think you guys want that more than interiors atm maybe, am i right?

Cheers!".



"Reese is testing out some basic audio coding. For some reason he's getting syntax errors ;)"
"Reese is testing out some basic audio coding. For some reason he's getting syntax errors ;)"

Anders
Anders (cptKickASS)
Lead Artist

"Prepping week, office and code got a nice overhaul. I'm starting to long for more art related work. Still working on weapon setup on character pawn.".







Jess
Jess (NecroSonic)
Level Designer

"I guess that you have all seen the Combat Range 01 – iteration 1 that was put online for inspection. The map was created by Kim and I aided him a bit with suggestions as well as supplying the bunkers. Besides that I have been experimenting with a few bigger size maps and creating a few additional structures like the ones that Kim used. These are however only being used while waiting for the final set of Deadlock modules, but as it will take a while to get those manufactured the placeholders are needed for developing ideas for maps.

As many of you pointed out the challenge of creating these outdoor type maps is to create enough visual blockings so that you can’t simply sit on a hill and cover the entire map with a sniper rifle. We can do this in a few different ways:

1) We can create some buildings that block the view behind them and that you can move inside of to be safe from snipers. Spending a lot of time on these does not however make that much sense as we will have to redo them with the new modules.

2) We can use trees and rocks that may make sniping harder. These are good but we can’t use too many due to performance. This may change with the new version of Unity.

3) We can use crates. We actually need LOD models of the crates as well to use a lot of them, and secondly too many crates may make the game look/feel a bit too old school.

4) We can make hills and canyons. This is a good option but my first attempt proved to be a bit too extreme for Kim’s taste :D

5) We could do underground buildings. This would be the best thing ever but unfortunately Unity does not let you cut holes in the terrain which means that you cannot connect two topside buildings by an underground pathway for instance. We hope to find a workaround for this somehow."
.

Nicolai
Nicolai (Reese)
CEO & Composer

"The sound design on Deadlock is progressing. This week Heks kickstarted my newly attained programming skills,- something I didn't know I possessed... or should possess for that matter. Although these skills currently are at an absolute minimum I am convinced that these occuring "syntax errors" are probably all overrated ;)

The sounds are good though.. so is the coffee :)




InterstellarMarines.com Summary

Deadlock Map: Combat Range 01 - Iteration 1

After four intense weeks building, prepping, testing, tweaking pipelines etc. we're slowly getting our artificial cave environments off the ground and are finally ready to share the initial results with you; our awesome and beloved community!

After four intense weeks building, prepping, testing, tweaking pipelines etc. we're slowly getting our artificial cave environments off the ground and are finally ready to share the initial results with you; our awesome and beloved community!

Thanks for your support and feedback on our community website.
Feel free to preorder and support us by upgrading your profile.

 

All the best,
Nicolai (Reese) & the team at Zero Point Software

Join and follow us:

http://www.facebook.com/pages/Interstellar-Marines/80174683431  http://twitter.com/zeropointsoft  http://www.youtube.com/zeropointsoftware  http://www.indiedb.com/games/interstellar-marines  http://www.interstellarmarines.com/feeds/latest


Comments

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2 years, 6 months ago

Y U GET SYNTAX ERRORS!

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2 years, 6 months ago

Sounds like things are moving forward :)

I hope you get any bugs worked out.

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2 years, 6 months ago

Concerning syntax errors... Kim, you might want to remove a comma or two. :D

Also, Unity doesn't let you make tunnels? What the gosh.

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2 years, 6 months ago

Hey Jess you guys can always use something like L3DT or World Machine to create the terrain, export it to your 3d app of choice cut a hole on it them import the terrain to Unity has a terrain model.

Here is a tutorial series that shows how to use world machine and Zbrush to make a detailed terrain to Cryengine 3, the principals has you will see work even for Unity.

http://www.youtube.com/watch?feature=pla
yer_embedded&v=p0o3bqoM0Qg

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2 years, 6 months ago

this code, this code! it is disgrace full. using a goto at all, and this syntax. i am guessing it is c# but i can't actually tell from this code bit.


Keep up the good work.

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2 years, 6 months ago

Pity that Unity doesn't allow you to create tunnels. Hopefully this will change later.

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2 years, 6 months ago

why don't you create a mesh insted of a terrain? lod and performance issues? shouldn't make a difference on such small maps.

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2 years, 6 months ago

There's gotta be a temporary hack-method to create holes in the terrain, even its just a volume that removes visibility for the terrain as an example....personally i think its an outrage that Unity doesn't support underground structures, rpg's with dungeons anyone?

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2 years, 6 months ago

@ Scribblehead: Don't take my word on it, but it should be possible to export the terrain as a mesh to Maya or Max, then cut in the needed holes there? Or maybe even sculpt the caves and whatnot in Mudbox/Zbrush perhaps?

Don't take my word on it, I can just barely import my models to the engine. :)

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2 years, 6 months ago

Would be nice if you can just use a mesh for the terrain, but i don't think would have the luxury of using the blended terrain material or foliage scattering. you could just lower the terrain where any underground area is and put a mesh terrain overlay over the lowered area.

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2 years, 6 months ago

that code almost makes my eyes bleed ;)

Good update!

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2 years, 6 months ago

@Jess - maybe you can use this? http://www.smokymonkeys.com/kyrill/index.asp?direc
t=22

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2 years, 6 months ago

You should make it so on Deadlock, You can tilt side to side with 'Q' and 'E'. Just like in Stalker Call of Pripyat.

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2 years, 6 months ago

@Kosai:

http://forum.unity3d.com/threads/7791-H
ollowed-Mountain this isn't an uncommon problem though - the link shows the hack, imho its way to complicated a work process to export/import the terrain, for each revision...in the end thats a nightmare to handle, since you have to export/import every change you do

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2 years, 6 months ago

Once again thanks for the Deadlock map preview. I'd not worry about the snipers too much. The map is like 200m long and the only thing that can get wrong is weapon handling. Assault rifle should be a better choice for such ranges. If there's a suppression effect implemented and the fence on the building is penetrable by bullets, there will be no sniper on the rooftop. But that doesn't mean few underground tunnels would hurt.

I hope the issues with lag will be solved. Also the weapon concepts are always welcome :-)

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2 years, 6 months ago

hey guys i'd just like to say what a great job ur doing on this game, it is definatly an original idea like minecraft. my one recomendation is to put time travel into the game, that would and a freaking awesome twist to the game and turn it into my fav sci-fi game ;D

catcha Smizajb :)

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2 years, 6 months ago

@forgefire - code mission complete then :)

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2 years, 6 months ago

@Heks I don't suppose the problem is how to rewind and replay to correct the client when it's out of sync without snapping too harshly? And is the stumbling block how you can't tell Unity's physics to step forward when you want it to? If so drop me an email, I came up with a crude workaround a couple of months ago for a MP FPS Unity project of my own, but rather not discuss it publicly here. If not, disregard, sarge =P

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2 years, 6 months ago

@spectre1989: I've sent you an email :)

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2 years, 6 months ago

@Scribblehead - maybe you can use this method? http://www.smokymonkeys.com/kyrill/index.asp?direc
t=22

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2 years, 6 months ago

Make a Hole in the Terrain (Unity Pro Only)

you can!

---> http://www.smokymonkeys.com/kyrill/index.asp?direc
t=22

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2 years, 6 months ago

looks great hope u fix the bugs what are the enemys robots or shark creature plus whats up with no laser weapon avatar

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2 years, 6 months ago

I recommend changing the playOnceorNot Thing to be a little different, maybe a different title, that may be the problem. It may also depend on what editor and language you are using.

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2 years, 5 months ago

have you had a look at this, in order to cut a hole into the terrain?:

http://forum.unity3d.com/threads/7791
-Hollowed-Mountain

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