• entries
54
70
• views
39904

# Week of Awesome V - Day 2

612 views

End of day two for me.

Today has been good.
I have the enemy that can have either a knife or gun and will attack the player with it.

I am almost finished doing the first level.
I have 5 levels planed, and may add more.

Things completed today:
Player:
hip Aim offset to point to mouse
Ironsight Aim offset to point to mouse
Use mouse X axis to change rotation like moving left/right

AI:
Turn to face player on gun attack
Get closer to player if out of gun range

Enemies:
Give gun
Attack with melee
Attack with gun
Make melee damage player
Stop fireing at player if out of range
Allow frogmen to pass through each other
Make killable
Fire at player
Fire tracers in direction of player
Add small purple light to knife

Blueprints:
EnvArray - HISM array of selected static mesh

Weapons:
BasicWeapon:
Damage actor on trace
Auto fire option
Laser pointer sometimes does not show

I have been using "ToDoList" by AbstractSpoon to track things to do with my projects.

Things to do tomorrow:
Finish first level
Start second level
Make the player weapon consume ammo
Make the enemies target the player when the player damages them
Look around for some sounds to use

Thats all for now.

Sounds like quite a bit of progress in a couple days

9 hours ago, slicer4ever said:

Sounds like quite a bit of progress in a couple days

Yip, And that is mostly thanks to using a engine that does most of the heavy lifting for you

## Create an account

Register a new account

• ### Similar Content

• GameDaily.Biz spoke to Improbable about its new shortcuts to multiplayer game development for Unity and Unreal.

Improbable helps game developers build believable online worlds with its bespoke technology, SpatialOS. Now, that task is much easier and accessible for those building games on the technology with the recent release of the SpatialOS Game Development Kit (GDK) for Unity. With these kits, Improbable hopes that developers find it easier to create vast, dynamic and unique worlds.
This GDK for Unity includes a 200-gamer, first-person project that allows developers to experiment and tinker with their ideas for what their vision of a multiplayer game will look like.
GameDaily.Biz met with Improbable’s Head of Product Marketing, Paul Thomas, and Head of Comms, Daniel Nye Griffiths, to speak about the SpatialOS GDK for Unity, as well as the upcoming launch of the SpatialOS GDK for Unreal Engine.
In its first week, the SpatialOS GDK for Unity achieved over 2,000 developer sign ups to use it. “What we're trying to do is basically make it really fast for people to build multiplayer games,” said Thomas. “It comes with all the multiplayer networking so that developers don’t have to do any multiplayer networking. It comes with feature modules to allow [easy] solutions to common multiplayer problems, like player movement and shooting. And it comes with a cool starter project where you have 200 players in a free-for-all scenario. You can obviously use the power of SpatialOS to scale that project up to more players, with NPCs, and things like that. It gives people a really good base to start building multiplayer games.”
There are several games currently in development or early access that utilize SpatialOS. The first into Early Access was Spilt Milk Studios’ Lazarus, a space MMO where the player becomes a pilot in a universe that ends every week, complete with a map that’s twice the size of Austria. Additionally, Bossa Studios released its survival exploration game Worlds Adrift into Steam Early Access earlier this year.
Also using SpatialOS is Scavengers from Midwinter Entertainment, a studio founded by former 343 Industries studio head and Halo 4 Creative Director, Josh Holmes; the game is heavily inspired by his Halo 5: Guardians’ multiplayer mode, Warzone. Right alongside that company, Berlin-based Klang Studios is working on Seed, a simulation MMO that, according to its developers, lets players “interact and collaborate to create a world driven by real emotion and aspiration.”
According to Thomas, for those looking to use the SpatialOS GDK for Unity, there is no limit to  what their games can do with Improbable’s tech.
“What we're doing is expanding the possible gameplay you can do. Traditionally, when you make a multiplayer game, you're constrained by one single server. So you can say you have a 64-player game with a handful of NPCs or you could have a world that's 3km by 3km. With Spatial, you can go beyond that, test a much broader canvas to start thinking about different gameplay.”
“You can go for a massive online persistent MMO with 10,000 players and hundreds of thousands of NPCs, something very, very vast and big like that. But you can also have smaller experiences. For example, there's a lot of interesting space in just extending what you see in the Battle Royale genre and session-based gameplay.”
Thomas continued: “Our partners at Automaton have a game in development called Mavericks. The interesting thing there is they have a Battle Royale with 1,000 people, but what I really find interesting is the gameplay mechanics they've put in, like footprints so you can track people. They've added a cool fire propagation mechanic so you can start a fire that  spreads across the map and changes the world. Or you can add destructible buildings and things like that.”
“So I think even looking at smaller scale games, we add a lot of value in terms of the new gameplay you can start adding. I'm just interested to see what people do with this extra power - what they can come up with.”
While Battle Royale games and MMOs are obvious standouts for genres that best fit with SpatialOS, Thomas introduced some other ideas of genres that could benefit from the technology.
“I also think there's a space for very interesting MMORTSs as well,” he said. “An RTS where you have persistent systems, like telling AIs to do things and then coming back to them a week later and seeing what's happened is an interesting space.”
“I also see interesting mobile experiences that could come up. Having these worlds where you lay down some interesting things and then come back a few weeks later to see how they've evolved and changed, and the massive player interaction. Say for example with Pokemon Go, we can actually roam around the world and battle on the streets. I can see something like that working very well. Again, these are just ideas we've had and talked to people about. It's about giving people that flexibility and the ability to explore these ideas.”
Klang’s Seed
Griffiths added the possibility of events in a game that will have a massive, rippling, and lasting impact on its world as something that has people excited. One example he gives is how someone on one side of the map can do something that’ll have a knock-on effect for the rest of the world in real time.
“There's a whole bunch of different angles you can take, some of which are about much larger player numbers or a much larger map, but there are other things you can do which are taking a relatively constrained game experience, a smaller map, a smaller number of players and adding richness to the game as well.”
In fact, this is something that Thomas refers to as a “persistent in memory database,” meaning that for every object in the game world, there’s a history. Two examples cited by Thomas: “...a player could chop down a tree and that tree stays disappeared forever. Or a player can kill a big monster that was raiding a town and that town no longer gets raided by that monster, and this changes the dynamics of the world. Worlds can have a history. That means players can have a lot more meaning in these MMO worlds.”
“Normally in MMOs, they're kinda like roller coaster rides: you go into a dungeon, you kill the boss and that guy respawns. It all resets,” Thomas continues. “But in Spatial MMOs, you could have these persistent effects that should change the gameplay meaningfully for all the rest of the player base.”
“The other one I think that is interesting is the level of dynamism that you could have. So because you can have so much more server-side compute, you could potentially have NPCs roaming around the world changing their mind and deciding all of a sudden, 'oh, we're going to attack this player's base' or 'we're gonna go attack this town' and they have a lot more range and emotion and intelligence to them that you'd not see in other MMOs.
“Normally in MMOs, NPCs sit there tethered. You go near them and they come and attack you, you run away, and they go back to where they were. In a Spatial MMO, that NPC can trace you across the whole map or a group of them can decide to get together and attack someone..”

Next week, Improbable plans to launch its SpatialOS GDK for Unreal Engine, which will have a big focus on ease of use for access to Unreal, as well as a big emphasis on porting your projects to SpatialOS.
“One of the things we'll be trying to push is a porting guide so you'll be able to take your existing Unreal game, move it onto SpatialOS and then you can grow to expand it with new and extra gameplay,” says Thomas. “ You can bring across your existing Unreal game and it feels very, very native and similar to Unreal if you're familiar with Unreal.”
Griffiths continued, explaining how testing these experiences includes free cloud deployments, to a certain point. “If you're developing in SpatialOS in other ways, we provide a sandbox environment so you can get your game running. When you’re happy, you can port it over and sort of experiment with it in a free sandbox environment with a small number of cores to get started.”
Based on what we learned, Improbable’s SpatialOS GDK for Unity will give developers enhanced flexibility to produce more in depth and engaging videos games. That said, we look forward to catching up with the company in the near future to see how this exciting technology is being used in the different games that we play.

• Hey everyone! My name is Ryan.

Visualistic Studios is looking for experienced developers of all talents to join a game development team focused on completing contract work for compensation.

Work Description
Typically you will either be assisting the team or working on your own contract.
We usually bid $16-$25/h, however contracts can go above and below that so all pay grades are welcome, just be realistic.

Short Term Contracts
Long Term Contracts

We have the highest priority for these skills right now

Programming - Unity, Unreal Blueprints
Environment Artist
Character Artist
Character Animation
UI Artist
3D Asset Optimization

VR/Mobile experience is a plus.

The Process
All communication is done through discord. All tasks and design documents will be laid out in "HackNPlan" for organization.
Initially, you'll get in contact with me and answer a few questions so I can get a scope of your experience. Afterwards, our outreach team will start looking for jobs that fit your description. Nothing is guaranteed, but if we know you're interested we can start looking

Our Experience
For the past 3 years I've been working in game development contracting, and the past year I've been working full time from home. Since then, I've received more and more contracts and I'm now at the point that I have too many for myself to handle. This sparked the idea of creating a game development team for contract work! I've also been running my own hobby company for 5 years, and have a lot of experience in team management.

Get in contact!
If you are interested in working on these contracts, please get in contact with me. Send me links to your work and your hourly rate.
You can get ahold of me through email - "ryan.hobbs@visualisticstudios.com", or Discord "TSpartanT#4670"
Thank you everyone for reading, hope to hear from you soon!

• As I like to say with a deep sadness in my soul, I've been failing at game dev for about three decades. I've been having fun, but I'm ultimately disappointed with my progress. So I've once again changed my goals and strategy and over engineered it. Which brings me to my current project.
My new goal is to get better through repetition, but using a strategy for that repetition to make my skill development more efficient. So far, I've completed some clones of the first levels of two games (Ninja Gaiden and Super Mario Bros. for the NES), and am starting out on making the first level of Bionic Commando (also for the NES). I'm redoing the graphics in half the res of the originals for now.

So far, this strategy seems to have taught me more in the few months I've been doing it, than the five years it took me to complete my last game. The difference I suppose is that I'm not going to attempt to release most of these games. I might consider polishing and releasing the ones that aren't clones. This big learning project looks like it will take me a few years, in the meantime I'll probably start other projects while still working through it but this is going to be my primary project for a long while. And something that I think I should have done in the first place so many years ago.
I'd like to share my progress from time to time and hopefully have some discussions.

• Well Rogue is a unique multiplayer shooter that allows you to semi customise your own powers & create your own weapons.

Wether you create a handgun or something else, it’s up to you and what gun you create that could turn the tide of war in your favour.

WHAT GAMEMODES WILL THERE BE?:
Well here are a list of them (TO BE CHANGED)
Free For All, 20 players battle it out to see who will get the most kills Team Capture,10 V 10 will battle it out to capture an area War, a massive 50v50 fight for an area, (or 100v100 not yet decided) Hop into your vehicles, get your Grenade Ready. At the moment my main focus is on assembling a strong team that can work together to make something great.
The game will be built on the unreal engine. The 2 main focuses on recruiting are 3D Artists/Animators (animators are important) and UE4 Programmers.
if interested contact me on discord at RioIsntHere#4207

• We are a group of people Looking for UE4 Programmers And 2D & 3D Artists & A SFX Artist for a Star Wars fan project.
Obviously any contributions would be very appreciated.

The game is a 3rd Person action adventure Uncharted like game on a smaller scale & much shorter.
Preferably we are looking for people who want to fill their portfolio a bit. Concepts are currently being made for the characters, weapons etc

Obviously as the title says this is an unpaid project.

If interested and you want more details then email me at rioishere14@gmail.com
(P.S. I don’t go on here often so I probably won’t see your message)
×