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Pathfinder

admin | June 9, 2010


Today’s improvements to the game consisted in the implementation of a pathfinder functionality.

This will allow AI objects to “travel” across the levels, calculating a path that intentionally avoids predefined areas.

As you can see in the picture above, the program determines particular paths, that represent “walkable areas” (green lines), and unwalkable zones (the areas that surround the red cubes).

These maps are generated automatically, providing an extremely powerful tool to manage AI movements.

The script comes from the A* Pathfinding project from Aron Granberg.


In my particular project I intend to use this path finding functionality to drive AI vessels, such as an ally Zodiac during inflatable boats confrontations.

Another possible usage could be the reenactment of the pursuit between the spy vessel Shonan Maru 2 and the Steve Irwin, challenging each others’ seamanship skills in dangerous mazes of iceberg fields.



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Meet the game! Ok yea, another prototype..

admin | June 7, 2010

Untitled-116


Well, now we begin to roll. 8-)

You can finally try the first version of the latest prototype of the Sea Shepherd advergame.

As my original concept dictated, the game will be a side scroller, with focus on the navigation aspects across iceberg mazes, and highlights in fast paced zodiac pursuits.

At this initial stage, you can try the feel of navigating the Steve Irwin vessel across what should resemble a very ruff iceberg field.. :D

I tried to balance realism in the dynamics with certain more unrealistic elements, such as exagerated buoyancy, excessive speed and manouevre capabilities etc.

The game should have a high level of realism, yeah, but I also want it to be fun and entertaining for a casual gamer.

My favourite quote.. ‘Inaccurate, but it will blow your fucking mind..!’


So, in the hope of blowing some fucking mind up, here the link to the prototype.

The more feedback you give me, the more chances to see the issues solved in the next version..!


Controls:

  • Up/Down – Forward, Reverse
  • Left/Right – Steering wheel


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Radar implementation

admin | June 5, 2010

Also today I’ve adding some new goodies to the game..!

A radar function has been implemented, that will allow the player to interpret relevant info, such as obstacles or waypoints.

I’ve built this radar modifying an existing Javascript script that can be found here: http://www.unifycommunity.com/wiki/index.php?title=Radar

Soon i’ll have to begin testing the prototypes. I’m very itnerested to find out, for example, if the test players will be able to interpret the radar correctly, given the fact that the sidescrolling gameplay contradicts the usual vertical interpretation of a radar screen. It is going to be interesting to find out if people gets disoriented if the radar is rotated to follow the direction of the scrolling of the game.

I also changed the POV to make the game more similar to my original concept (Whale Defense Response).

Soon I will upload a decent prototype, so you will have the possibility to try it by yourselves.


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Going towards the release of a new prototype..

admin | June 1, 2010


Well yes, it’s proceeding!

And now I’ll have to begin to push times.. I want to have it ready for the 20th of June.. a couple of weeks left.. :D

Today i cleaned up the messy code of “The Overfisher”, starting a new and more efficent version that drives the new functions of the gameplay.

In particular i focused on giving the boat inertia in its movements, trying to balance realism with some exagerated caracteristics.

One of them is the implementation of buoyancy. This allows for the boat to behave as if it was floating, giving a much more powerful effect to the general navigation and (yes!) the collisions.

Here some screenshots of the upcoming next prototype.. enjoy! :D



External resources:

Buoyancy: http://en.wikipedia.org/wiki/Buoyancy

Buoyancy in Unity3D: http://forum.unity3d.com/viewtopic.php?t=33588 (i used that “Buoyancy.unitypackage.zip” script)



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MV Steve Irwin, ready to roll!

admin | May 25, 2010


..and I’m finally satisfied with this model..!

The MV Steve Irwin is the flagship of Sea Shepherd Conservation Society, a non-profit marine conservation organization that operates to protect ocean wildlife, enforcing existing regulation against poachers, and much more.

I’m going to use this model in an advergame that for long time i’ve been planning on developing, and that will probably evolve from the existing Overfisher prototype.

But for now, enjoy the show..! 8-) Read the rest of this entry »

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3D Studio Max: MV Steve Irwin – 3

admin | May 24, 2010

Steve Irwin vessel

..and yet another day working on 3D Studio Max.

Today I faced for the first time the problem of texturing a model. I ended up following this really good tutorial:

Using UVW Mapping Texture Technique In 3D Studio Max – http://www.republicofcode.com/tutorials/3ds/unwrap_uvw_mapping/

Talking about the model itself, it is not perfectly accurate, ok yea, not accurate at all :D , but for the level of detail needed in the game it is more than enough.

It must be reminded in fact that the average potential player will probably have only heard of Sea Shepherd via the tv show Whale Wars, or even just its cartoonish version signed by South Park.. My goal was to make the vessel recognizable.

The next step from here will consist in texturing the helideck, and probably add a couple of Zodiacs on the deck of the vessel.

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3D Studio Max: MV Steve Irwin – 2

admin | May 19, 2010

..And here the result of another day working on this wonderful project! :D


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3D Studio Max: MV Steve Irwin, Hull

admin | May 18, 2010


To celebrate my second day of apprenticeship of 3D Studio Max I decided to get started with the real deal, the MV Steve Irwin.. Or at least its hull.. :D

This is the result of a couple of hours of painful struggling against the machine, involving a total loss of data for having forgotten to save.. again! ..Damn I’m stupid! :D


[UPDATE 00:47] ..and here some extra goodies! The bridge sections are inaccurate, I just wanted to feel how it felt like to have a model that actually looked like a ship.. :D


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3D Studio Max: P-38 Lightning

admin | May 17, 2010


I finally decided to start working on 3D Studio Max..

This will give me the flexibility to build the low polygons models that i’ll need for the Overfisher game.

..and yea, it’s also for fun.. how cool is that plane?! :D

Read the rest of this entry »

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Converting a flat sea into a tempestous scenario..!

admin | April 12, 2010

Well, yea, that’s more or less the idea.

That flat sea of the latest version of the Overfisher simply does not work.. or better said, it could be done so fuckin’ much better!

I’m currently looking into a really good looking shader for Unity called Infinite Ocean (link).

The following video gives an idea about what this script is supposed to do, and how much could the game experience improve if i manage to embed this new technology in the existing game.

The next step will consist in adding physics to this Ocean plane, allowing for the implementation of the concept of Buoyancy.

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