April has been a busy month! I’ve been putting in a lot of hours bringing the game back to demo level with the new graphics and the new code spurred on by some good pressure due to awesome interview with Fists of Heaven and a video chat with ThatCooperFellow. In retrospect, the whole year has been rather busy if I think back on it…. here are some things I’ve been up to…
Lasers, missiles, explosions!
Since last year, I’ve:
rewritten a lot of the ship components – making the engines and maneuvering more realistic and customizable to work on all different ships,
made more complex AI with goal setting and steering,
implemented some moving origin capabilities to make the battlefields more expansive and allow for some seamless travel – still WIP,
created the beginnings of a procedural galaxy generator that builds different galaxies and nebula and plots planet locations as well as assigning star types, planet types-based on distance from the star etc- and other details,
created some new nebula types that can be randomized and colorized for more variation
created and found some procedural substance textures for planets that work with Unity5 lighting and can be randomized for variation through the galaxy generator
built a few new HDR space skyboxes
made new cap ship models that should lend themselves to part swapping to make more type variations (more to come),
new beam weapons and missiles,
more complex turret AI that takes orders from its main ship AI to focus fire, target certain types or even fire at any targets of opportunity,
more complex explosions that have multiple stages for bigger ships (still wip but already looking pretty cool)
implemented a new radar and target tracking system connected it to the AI
targeting now seamless allows for targeting whole ships or component pieces
targeting all based on factions and classes instead of unity tags – more complex relationships and more advanced decision making for AI
there is a new mission / battle editor that I worked on over the summer too – something I need to start revisiting soon.
Here is a recent video of some of the dogfighting action (hoping to get a cap ship video up soon too!)
Welcome to the first in hopefully a series on making a space game. For some time I’ve been thinking of creating blog posts and videos about how I am creating Space Warfare: Infinite and creating a resource for other aspiring developers. I’ve been messing around with programming games since I was 11, but I am completely self taught so I never feel like an expert enough to really tell people how to do stuff in this world. However, I do lots of research and have been collecting lots of resources. So while I might post some vids / tuts on how I did things, I also want to share some places I found helpful. Below are a number of videos on how to model sci-fi scenes, space ships, and other related things. I am storing them here for myself and my own work as well as for you!
Blocking out – Design Videos – Not Blender Specific
The video above does not use Blender, but watching how he designs and his commentary is really cool for your process. No matter what software is used or what language, you can always learn from people who know what they are doing and then try to apply that learning to your own world. So don’t only look at Blender or Unity tutorials when you can apply overall concepts.
I’ve been doing a lot of work on the AI this week. They are getting smart! I’ve got an FSM that uses steering behaviors now linking to a Goal processing AI so that each AI can determine goals and the steps to carry them out (or follow orders from other AI who commanded them!) Here is a gif of the AI attacking! No real complex thinking in that one tho!
I am creating a page of Space Game Explosion gifs because every Monday I try to post one to Twitter. I thought it might be fun to have them all in one place on Badger Head Games. I like checking out how games and movies show explosions as I build them into Space Warfare: Infinite. Check back on this space for updates and more GIFs.
A few nice explosions in Freespace 2.
A freeze frame gif from my game Space Warfare: Infinite
A shot of the flak cannons on the Battle Star Galactica
All week – during my snow days! – I have been working on procedurally generating the galaxy for Space Warfare – Infinite. I have been researching a lot on the old Elite as well as my Traveler RPG core rule book to help inspire me through it. I’m also using some complicated math to generate the galaxy shape. Essentially the galaxy generates and determines what sort of stars are Red, White, Yellow or Blue as well as their sizes. Then it determines how many planets they have. When you investigate an individual star system, the game runs some code to figure out what planets are their and what their characteristics are.
Here I’ve got the stars being generate and each star is a star system with a number of generated planets. The big grid sphere is my work on picking areas for various factions to control so in the one pick there is a blue faction and a yellow faction. The control spreads just out of the sphere to directly linked systems. The control zone is within a certain radius of the home star. Faction areas will name their systems with their own naming conventions – either different influences for human factions or alien languages for those factions. Also from here I can catalog the resources from each planet and determine the strength of the factions to give them bases and fleets etc. Taking over a new system would mean adding to that strength later in the game.
On the top left you can see my simple read out of planet info for the selected star. It’s not super formatted for the players yet. I just wanted to get the info out so I could see what was happening.
I still have to work on nebula regions and adding more detail to the star systems like asteroid fields and things. Once those are in, the galaxy generator will be hooked up to the actual game engine and generate the star system the player is in on the fly. Then players will be able to FTL jump to other systems as well. Below is a shot of the Galaxy map projected on the UI so the player can pick a place to jump to.
I’ve spent most of my time lately reworking the way the game builds the galaxy, solar systems and local regions where the combat takes place. Just about got floating origin working so that the game can support battles over a solar system without having to jump between points of interest in separate zones. Also worked it out so planets and other big objects can be approached and not be background. Space stations or entire fleets could be on the other side of a big object and the system will handle switching everything from 3d skybox to real stuff to interact with. Also I am messing around with some art like this space station mock up. Its not a final piece, just something I through together to see wh
at it looks like in game.
I’ve decided to do a series of Youtube Let’s Plays of games that I enjoy playing that I also draw inspiration from. I plan to show off some of the game’s features and discuss the things I am working on in Space Warfare: Infinite. So, first up is a game I’ve been playing a lot of – Angels Fall First. This game has been in development for awhile, and I’ve always been inspired by their Space, Air, and Ground combat. They cover both space sim combat and first person shooter combat. You feel like you are in a big war every time you play. I love the feel of the game when you touch down in a warzone and I think the ship models and locations are pretty cool. I definitely look to some of their fighter models for inspiration. I also love being able to run around inside the big ships.
Great productive game jam weekend! I really enjoyed making and playing Laser Star. The theme was ‘arcade’ and I think I captured that! It has a lot of challenge and style for something made over the course of three days (while still managing to hang with friends most of Friday night, and most of the day on Saturday.)
Premise: Galaga vs. Voxel Art Games vs. Infinite Runner
An homage to Galaga with style that reflects some of today’s games. Obviously the graphics are made using the same tools as Crossy Road and its millions of copycats. The perspective of the game was shifted to an above and behind the ship which gives it an infinite runner feel. The alien patterns are inspired by Galaga, but I never did get to creating a large block formation where the enemy can be hit easier…
The game is infinite as far as I can tell, I set it up to continue indefinitely and increase in speed for later iterations. Stage types will cycle as the speed increases.
There are about 7 stages with different make ups of enemies. There is an asteroid stage as well.
There are a number of enemies with unique patterns and abilities.
There are power ups which increase your lasers.
There are extra life bonuses for high score milestones up to 1,000,000 points.
I’ve been hacking away at a less fun and visually unimpressive part of the game idea for Space Warfare: Infinite — the Editor. The mission editor will hopefully be one thing to help set the game apart. As a gamer, the one thing I’ve always loved is being able to create my own game maps and play them. I made my own text adventures, had 3D Studio, I made stuff with the DEU – Doom Editing Utility, tried my hand making Unreal Tournament levels, made my own Starcraft maps. My hope is that this will be a feature that will attract an audience. I call it a Mission Editor, but the scope is going to be more than that. When its complete the player or me (I plan on using this to build the entire campaign mode of the game….) will be able to create simple battles, missions with objectives that range from patrol and fight pirates to a scripted battle between two giant fleets complete with dialogue and cutscenes.
Features I am currently coding:
Place ships, stations and other objects on a 3D map.
Select a setting including naming the sector, adding planets, nebula/other background art, asteroids. Setting space dust/nebular clouds.
Place nav points and waypoints.
Trigger and Event Scripting – Trigger events like spawning new ships, winning a mission when ships are destroyed / navpoints reached, displaying a comm message etc.
Mission set up – Briefings, objectives, Debriefing, Success / Failure
Camera control for cinematic cut scenes
Campaign Editor – Connect missions together into a full game sequence – with ability to connect missions based on success / failure or other triggers
Currently, I have the XML backend working pretty well. You can move around the 3D map, place and manipulate ships. I have mission set up in and saving to a file. I have extendable menus for objects to place on the map as well as extendable lists of events and triggers. I am in the process of solidifying the events and triggers stuff and getting it to save to the XML. After that I am gonna jump back into the engine and make sure it plays nice and decodes some sample missions. I also have a mock up of the setting editor…
Planned / Stretch Features:
Ship yard editor – Customize, edit existing ships or other objects. Change default load-outs etc. Build new ships from component parts and add them to the game for user-created campaigns. (Customizing ship data will be available in xml no matter what… ). Something like this will be useful for my own dev so I might make something like this part of the initial tool set. At least to set up different specialized ships so I don’t have to dig through XML files.
Unity is tough to mod for. I am looking at way to import user generated models for ships etc, but at the moment the moment it’s looking complicated. I have some ideas, but I can’t focus on it just now. On the flip side, modeling component based ships is already happening so adding a build-your-own based on my already modeled ship pieces might be simpler. I might even add some Star Trek / Star Wars -inspired hull styles etc, so that players can design their own styles.
System Map Editor – Like the campaign editor but missions would stand in as maps, they would be connected by triggers like reaching a nav point in a warp to bring you to the connected map.