Devblog #22 Project Confrontation

Discussion in 'SOCOM Indie Projects' started by Eagle_F15, Apr 21, 2017.

  1. Eagle_F15

    Eagle_F15 iDub Scrub

    Community
    Eagle_One


    What’s up Project Confrontation Community!

    Hope everyone is doing well! Social media has been very active! I appreciate you keeping me busy! More back end work is being worked on so testing slowed down for me a bit. Watching community members streams and playing PUBS has been fun and entertaining!

    Don’t forget to follow us on Twitter, Instagram, Facebook, Reddit, Steam and our PS4 Group(Project Confrontation) there you will find updates, SS, interact with community members, talk about our project and SOCOM! You will also get to game and/or watch streams from members from the community.

    Thanks for your support, spread the word and see you next Devblog!! Now for the good stuff…hope you enjoy Devblog #22!


    Programming/Engineers
    SourPatch

    Misc
    A lot of what I have been up to over the past few weeks is improvements to what’s already in game, and gathering assets we started months ago, getting them integrated both in the project, and for the new character. I also provided some networking help to Reaper, specifically in the server selection scene. Reaper is a quick learner, and I will probably take a hands off approach to his work from this point forward, unless asked of course.

    z3reezy and I played around with animation events, and curves in an attempt to get the character audio setup, and sounding on point. This is going to be a pretty large task, and you probably wont see the results of this for a few dev blogs. Reason being is that I am not that experienced when it comes to how audio should be handled in engine with relation to animation, so give me a few weeks to research, and I am sure we can bang this out pretty easy.

    Before we discovered animation events/curves, I wrote a entire class to handle the movement audio, and the reason it was no good was the inconsistency with playing sounds at just the right time. It relied heavily on ray casting, and seemed extremely slow for what we needed. We obviously ended up ditching it altogether, but now that we know there is a better way, we will explore that route next.

    Guns
    Shooting has been disabled for the last few weeks, while I work on improving the code, and rewriting the stuff that was to unpredictable to keep. I am going to do a complete overhaul of how the player loadout is set and instantiated when a map starts. One of the roadblocks I ran into with my initial code design was switching the held weapon. It was possible to switch weapons with the prototype code, but it was sloppy, and not very optimized.

    Another obstacle with integration of the new character was the fact that the weapons local properties, such as position, scale, rotation were set for the old character. Each weapon needs to be set by hand manually to the new character now, its somewhat of a daunting task. It’s not difficult just time consuming. Along with setting the local properties of the weapons comes the local properties of the the weapons attachments, and ik objects that each gun needs for proper hand placement. It takes time to do this for everything, but once its done it should not need to be done again, unless we change our characters base model again.

    As I was doing all that, our muzzleflash was horrendous, so I started playing around with different designs and consulting the team about whether or not we wanted the same design per weapon, it was pretty much universally agreed that we wanted different designs for each gun class, so I added a option to store specific muzzle flashes to our weapon database.

    See gifs for muzzle flash, lean, render effects and characters/animations in Devblog #22 here all sections above cut short due to length

    CodeReaper

    These past two weeks, Rev and I have been pretty busy. I have created a new REST web service to hold all game information and have enabled SSL for the web service to increase the security of player data. I have created the Log In, Registration, Main Menu, Announcements, Regions, Rooms, and Game Lobby scenes according to Rev’s designs.

    Included below are screen shots of each of these screens for you to view. Please keep in mind that these are still WIP and will change over time. Rev and I go back and apply some polish to the scenes every few days to ensure that they are as clean and functional as possible. It is also worth noting that the colors in these scenes are subject to change due to a particular set of blend modes, used by Rev in Photoshop, not being available in Unity by default. Once we have the scenes in the layout we are looking for, I will be writing custom shaders that will function like the Photoshop blend modes to correct the colors.

    [​IMG] [​IMG] [​IMG][​IMG]


    3D Modelers/Texture Artists
    Maps/Models

    RMRANGER

    Welcome back and thanks for following the Dev Blog.

    Foxhole has started to come together really nice for a map that was put together with a mixture of free and home made models, its going to be a fun map to play.

    I have spent a good deal of time moving fixing all the spots that don’t line up or are misaligned, that is a never ending thing.

    Lighting and reflection probes was also something I spent a great deal of time setting up over the last few weeks trying to reduce dark corners for people to hide in.

    [​IMG]

    HarryDanglers

    Hi! I’ve been working on multiple things over the weeks. Worked on a lean animation for the character that will be implemented soon. Added the AK-47 and knife in game so Sour can get started with the IK setup and knifing animation. Made a fence and some hay bales for Geronimo, worked on textures in Geronimo and started a WIP female SEAL character! Yes FEMALE! Enjoy!

    [​IMG]

    This is the rig for character. I made the lean with this!

    [​IMG]

    This is the fence that is placed through out certain areas of the map and a few other assets in the background. WIP

    [​IMG]

    The female character! Still a WIP but she’s hot! Let us know what you think about the female character.

    2D Artists
    Rev

    Hey guys, the past couple of weeks myself and Code Reaper have been working together to implement the concept designs of the UI and menus into Unity to where they look good and also function properly. My job has really just been gathering my assets and packaging them for Reaper to implement into Unity. As you can see from the screenshots above, we’ve got a decent amount completed in a short span of time working together. We’ve still got a long ways to go as there is much more to tweak and implement. I do want to stress the blending that Reaper has mentioned for the designs I have made, once he has time to implement shaders, this will make the design look much closer to my original concept designs.

    HUD
    As far as the hud goes I did have time to create the scoreboard, round stats page, and final stats screen page. Here are those concepts…

    Scoreboard (character/map background is an old screenshot)

    [​IMG]

    Round Stats Screen

    [​IMG]

    Final Stats Screen

    [​IMG]

    Talk to you guys in a few weeks. later!

    Sound Design
    z3reezy

    What’s up everyone! I’m going to start it off with explaining what’s been happening over the past few weeks concerning my workflow for the project.

    Character footstep implementation

    Ideas have been bouncing around among the team to figure out which method we should use in order to implement our footsteps for the characters and we finally came to a conclusion. Curves!

    We are working on getting these features in but there is no time frame on when this is going to be implemented, so bare with us! The audio for footsteps was fairly easy to do, other then trying to figure out the length of what a step should be and how it should sound based off our textures in game. All in all, the assets are in and just waiting to be implemented.

    UI Sound effects

    I hope everyone is excited as much as I am with the way the new user interface is looking! With that said, I decided to tap in the way the UI should sound like when navigating through the interface for example button sounds or scene switching from main lobby to game lobby etc. This process is in it’s beginning stages as of right now until everything has be finalized with which effects sounds best for the interface.

    Workflow (Additional plugins and external programs)

    I’ve been doing some research on plugins for unity in regards to audio and I found a few external programs and plugins that will help with implementation of audio along with additional settings that broadens what you can do within unity instead of relying on external programs like a DAW to adjust settings or add effects to certain audio files.

    Fabric is one of the plugins I am looking into that will control anything that deals with audio. It offers a wide range of settings within unity that will help implement features without having to switch back and forth between my DAW and unity. Along with fabric, FMod and Wwise is still in discussion whether or not we want to take that route.

    FMod and Wwise are external programs that work with unity specifically and are well known among AAA title developers. In the meantime, fabric is looking promising and will take time to learn and implement as we progress with our project.

    Menu music (Rise of the Phoenix – User interface: Final version)

    I’m happy to announce the final version of our main menu theme music for our project. Combined with some samples and a little tweaking, I managed to create an awesome track that the team and I are very pleased with. Since the last update of the menu music, I decided to do something a little different this time around to give you guys an idea of what you guys would be hearing as you navigate through our user interface. I hope you guys enjoy it.

    Until next time!!!
    https://soundcloud.com/user-6897971...terface-menu-music-finalproject-confrontation

    See gifs for muzzle flash, lean, render effects and characters/animations in Devblog #22 here all sections above cut short due to length
     
    Last edited: Apr 21, 2017
    SkiMask, Tawok, everythingred and 3 others like this.
  2. Harry62

    Harry62 Butterstick

    It looks like it's coming along. Nice job to everyone.
     
    Eagle_F15 likes this.
  3. Suade

    Suade Navy SEAL

    Word.

    Like I told Eagle, I've had some humorous issues on here with some folks but regardless of opinions/differences that is a really awesome looking menu/lobby. Good job to Rev.
     
    SkiMask and Eagle_F15 like this.
  4. Eagle_F15

    Eagle_F15 iDub Scrub

    Thanks Harry!!
     
  5. Eagle_F15

    Eagle_F15 iDub Scrub

    That was all me, Rev is just sitting around not doing much lol!

    Yeah, Rev did a great job designing the UI/menus. Him and Reaper work great together in implenting the UI and at a pretty fast pace!
     
  6. everythingred

    everythingred I once had fish tacos when I was drunk

    I'm really amazed at what you guys have accomplished and what you continue to do. Each one of you bring a lot of valuable talent to this and it shows. Sour, I know it must suck scrapping a lot of work but that's what's going to make this game that much better in the future. That's how winners think.

    Great stuff, guys!
     
    SkiMask and Eagle_F15 like this.
  7. Bluerumm

    Bluerumm Butterstick

    Great job guys..But if happen to run into a guy named Tom""Stay away ""he is Socom Cancer!!
     
    Eagle_F15 likes this.
  8. Eagle_F15

    Eagle_F15 iDub Scrub

    I few SS of "Foxhole"

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    Tawok and everythingred like this.
  9. everythingred

    everythingred I once had fish tacos when I was drunk

    DAMN I'M EXCITED
     
    Eagle_F15 and Tawok like this.
  10. Eagle_F15

    Eagle_F15 iDub Scrub

    Me too
     

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