Tuesday, February 24, 2015

Entry 009 - Transfer to Unreal Engine 4.7

So today it finally happened, the version 4.7 of the Unreal Engine 4 got released. I've been waiting for this for quite some time, since I've been working with 4.5 until now.

Why am I so interested in the newest version? It does have many new interesting features and an overall better performance, especially for the rift. Therefore I converted SPLIT to 4.7 and haven't run into any issues so far and... may it be just my imagination, but everything feels way more smooth. More infos will follow soon, as always!

Greetings,
Dave

Monday, February 23, 2015

Entry 008 - Working on the New Style

Since I haven't been happy with the old Design anymore, I changed it quite a lot.

New Cubic Design - WIP Editor-Screenshot

As you can see, I am trying to set up a unique array of cubes simply with the use of different placements. Additionally, there are certain types of cubes to create an interesting contrast. On top of that, this kind of architecture allows for an easy implementation of many environmental themes as seen in the screenshot above. It still is work in progress, but there will be more waiting for you in the near future.

Greetings,
Dave

Friday, February 20, 2015

Entry 007 - Design, Design and again... Design

Sometimes it just seems like you're not happy with some of your work anymore. May it be simple mechanics that aren't fun enough or a style that just doesn't feel right. You start questioning yourself and that is what has happened to me for the last few days.

The style of SPLIT just didn't feel right. It's looking cool for quite some time, but after a while it becomes (how to put it) "meh". In addition, some gameplay mechanics didn't fit and it limited the overall possibilities. Hence I did a little pause looking for other methods, to enhance the interior of the inner spheres.

Screenshot from old Bachelor of Arts Presentation

I remembered my old Bachelor Thesis project that worked very well with cubes only. It seperated itself from other games due to its use of contrast and cube design, making it feel unique. Another benefit has been the simplicity: without a big budget you could create amazing puzzles and it just worked.

Cubical Style better suited for VR?

Therefore I created a small test map to see, if cubes would work in the game. It's but a mere perception of how it could look like. Why the Oculus Rift shot? Using simpler materials and models you can save a lot of performance which is a huge plus. Of course the materials used in the screen only consist of a base white, though with a little effort I could create a new style that achieves what my bachelor project once did...

All in all I am still experimenting by mixing a new, cubical style with the hexagons from the previous versions. If it's gonna work? Who knows, I'll just keep testing.

Greetings,
Dave

Thursday, February 12, 2015

Entry 006 - Feature Implementation: Electricity Induction

In order to be able to create an almost fully functional prototype I started working on the so called "Electricity Induction" feature. What it means is, that the player can induce electricity into a special type of hexagon that then reacts and does something. For now it goes up by a bit, waits and then goes down again.

So how does it work? It's basically like a switch that can be used from far away. Also after a few tests I decided to change it so that a simple click won't be enough. The longer you aim at the hexagon and the longer you hold left mouse, the higher the platform will rise.

Electricity Induction Feature in Action

As seen in the video, once you aim at the hexagon and are close enough, the center starts glowing indicating that the player can interact with it. If you then press left mouse a value will be increased (left side of the screen) depending how long the button is being held. The moment it's being released, the hexagon will rise depending on the value... or in short: the longer you hold left mouse, the higher the hexagon will go up. As a little neat extra I also added a light that is getting brighter to give feedback on how long the left mouse button has been held already.

Making the Feature work within a complex Blueprint.

For anyone of you who's interested in how this all works, the picture above displays the wip Blueprint. It features many complex parts such as a tracing function (is player looking at the object), a distance function (is he close enough), an actual action function (moving the component) and many many more. The comments are a mere reminder for bugs left to fix.

I hope you enjoyed this more in depth news item.

Greetings,
Dave

Edit: I have fixed both problems, "Broken if being looked away" by simply rearranging the order and adding a set electricity amount to 0. "Need check OR is in OverlapTrigger" has been way more complicated at first, though at the end a second check after it's not being looked at did the trick (is overlapping actor branch after looked at and before set visibility and being targeted).

Monday, February 9, 2015

Entry 005 - mini-Spheres

Currently I am working on a different part of the game, the mini-Spheres. They will be way smaller than the puzzle-Spheres and they'll include other areas such as research labs etc.

Possible Design Choices for the mini-Spheres?

Research labs? Huh? Yes and a lot of the story will be explained within these areas. What exactly I won't tell... not yet at least.

As seen in the image above I am trying to find an appropriate style that both stands out from the puzzle-Spheres but also fits the overall design.

Greetings,
Dave

Sunday, February 8, 2015

Entry 004 - Research

One of the most important steps to create an environment that feels believable and possible is research. Since I am still working on the style for SPLIT, I need to know what I can use.

Like what materials can be used for the architecture? Is carbon fiber the right choise? Might aluminium be better suited? All these questions have to be asked in order to create a world the player can believe in.

Which Material is the better Choice?

In this case, can the sphere be completely made out of carbon fiber? Since it is very expensive and hard to repair, aluminium might be the smarter choice for the basic structural work. Still, for smaller objects carbon fiber might be way more efficient, especially for moveable entities.

Besides basic materials energy plays a big role. The sphere is futuristic and self sustaining, it should work anywhere and without any fossil fuels. Sun energy then? What if it's too far away from any sun? Therefore the current resolution might be cold fusion.

These are just two examples to show, how important it is to research possibilities for any type of game based on its setting. But now I have to get back to... researching.

Greetings,
Dave

Monday, February 2, 2015

Entry 003 - Changed Sphere & Working on Mainmenu

During the weekend I changed a few things, most important: I reworked the inner sphere design. It's actually the same mesh but with a supporting, metallic like structure.

Changed Sphere Mesh

Second, I started working on a fully functional 3D Mainmenu. The clue is, that it does not need any mouse click or key command to work properly. Since SPLIT will be working with the Oculus Rift, looking at a button will trigger it after a few moments.

New 3D Mainmenu Prototype

For now the looking at the button works and is being highlighted by triggering a light in front of the object. Also a rollout and rollin animation has been done same as a simple event for "OnClick" (small movement).

Greetings,
Dave