FishGibble BreakDown Part4 – Quest System

The Quest system is used to unlock various skills, provide experience/skill points and to progress through the game. Each quest can have multiple objectives and optionally include way points that will show up on the compass.

Objectives are modular and may be reused in any quest, for example, returning to a particular character after doing a task, or completing a previous objective. Objectives can be completed by performing specific tasks, which the objectives themselves will be monitoring, as they are blueprints with C++ base classes, they have all the required functionality of any other blueprints. Once all objectives are completed, the Quest itself is completed and any skill/experience points awarded.

Objectives include showing an information popup once the objective has spawned, so the player knows what the current objective is, but also it will update the journal and active quest UI, to indicate which objective is currently active. The below image is a test level, with test characters and a test Quest, with the first objective active.

 

More Details Here

 

Video Here

 

FishGibble BreakDown Part3 – UI And Compass

 

The User Interface was built using Unreal Motion Graphics which allows for overlaying and animating textures.

 

 

UMG supports animating properties of widget transformations ( translation, orientation and scale ) and brush/texture properties like colour and opacity and others.

 

More Details Here

 

FishGibble has many UI systems, including:

  • Player HUD
    Compass and Waypoints
    Journal UI
    Level Up UI
    Skill Tree UI
    Main Menu
    Graphics Settings
    Pause Menu
    Conversation UI, including viewing previous conversations.
    Active and Completed Quests UI

 

Video Here:

 

 

FishGibble Breakdown Part 2 – Interp Movers

The InterpActors allow for any mesh, or hierarchy of meshes to have local transformations ( translation, rotation and scale ) interpolated over time, at different, or a constant speed, and by cycling through, or ping-ponging between the beginning and end transforms. It may also be setup to act and interpolate with triggers for opening, and auto closing after a set time using these blueprints.

The DirectMoveActors can move any character, including AI in a specific direction, at a specific speed, and when combined, will increase the movement speed as they move through the objects based on triggers / overlap spheres.

*Note all level and meshes are for testing

 

 

 

More Details Here:

 

 

Video Of BreakDown Here

 

World Composition in Unreal Engine4

 

Workflow Video

 

This will provide some detail the high level workflow I used to create a huge open world, with 8x8KM densely populated with vegetation, trees, grass and mountains using Unreal Engine 4 World Composition, along with several other tools which I will go through briefly.

To create the terrain I used World Machine and followed the World Machine to UE4 World Composition tutorial as described.

For the foliage and grass, I used the Grass Tool Quick Start and Procedural Foliage Quick Start tutorials from the Unreal Engine 4 Documentation.

 

The Full Game, as well as the Project and Code.

NOTE: Unreal Engine 4.9 version only.

 

More Details Here

MiniMan – Maya/UnrealEngine

MiniMan_Gif

This character was created to learn Maya (Modelling, UVMapping, Rigging and Skinning, Blend Shapes, Animation), Substance Painter+Designer, and establish/learn the workflow between UnrealEngine, and all of the aforementioned tools.

It takes a long time to learn something, but it takes a longer time to learn a lot of somethings. Learning Maya is like learning a new Programming Language, you always find new stuff the longer you use it, and in this case, it was a very different experience than using 3DS Max….
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FishGibble ™

Fish_GP_Test_Show

FishGibble ™ Is a new game about a fish in a sea tank, where you have to outsmart and out swim some not so friendly fish, game is still in development and will be released for PC/Mac iOS and Android.

The Game is being developed using Unreal Engine 4 and C++.

More Details Here:

 

Offical YouTube Playlist:

YouTube in-game demos:

AI Testing

Game Testing.

 

 

 

Drescalus World Building

7_Drescalus_WorldBuilding_(132) 7_Drescalus_WorldBuilding_(111)

Drescalus world building towns, Castle is nearing completion, will still need polish here and there. In total there are 34 scenes, where each shop, house, Drescalus outside and Castle areas are scenes of their own, making this world quite large.

 

7_Drescalus_WorldBuilding_(98)

 

Game Development Started: Nov 2013 (3 Months to complete Phase I, World Building)
Current Stats: World Build Completion Level: 85%

Here are in game videos and screenshots of the towns, where a few of the houses, a shop and the castle is shown inside, and out.

More Detail…

 

Drescalus Towns

6_Drescalus_Town2_5 4_Drescalus_Town_16

There are 2 towns in Drescalus, each town has 10 houses, there is one town square, with 5 shops, and one castle which contains 2 wings, and many different rooms and areas of interest.
All houses/shops/internal geometry, can be entered via doors, and at the moment, the shops are empty as game content is still being created.

More Details:

OpenWorld testing with LOD

The final chapter in the morphing and LOD technology testing, for an open world on current hardware.

The goal of the last few months have been to build new or use existing technology to allow for a huge open world type of game, that will typically run on high end current hardware.

This post will detail creating the rocks and trees, and the tools created/used in the process for creating the final scene for morphing and LOD tests, in a huge open world, every bit of scenery/geometry visible, *(except for the clouds), are traversable terrain, where any character can walk to.

More Detail

 

Creating Clothing including Customization Morphs

This process will detail the workflow to create clothing, using Max Garment maker, and Cloth modifier, and will include automatic skinning, and extracting morph targets to match character body part customizations, like body muscle size etc.. using Max’s SkinWrap, and custom Max scripts.

More detail here.

The meshes will also be imported into Unity, and re-targeted to 4 unique characters, that were customized using morph targets, and rendered using their LOD meshes.

 

Custom Unity Morphing including Skeletal Animation with Mecanim and LOD

The character feature customization scripts enable multiple characters to be created from a base character, using morph targets exported from Max. This system now includes enabling facial animation and LOD.

 

More Details here…

The system already allows for different accessories like hair, facial hair and their morph targets for facial and customization animation, but now includes calculating tangents to enable bump mapped shaders, as well as heavily optimized vertex and tangent caches.

 

Full Character Customization With Morphing in Unity (Body Features and Hair)

Providing a character customization UI, enables me to create and customizer any game character, using morph targets, and custom scripts in Unity.

The morph targets were created in Max, and were auto generated from scripts for the accessories (hair, beard etc. *clothing and armor too coming soon) using the morph trargets of the base character, which were created manually, to alter the facial and body features of the character.

A lot More details here.

 

Multiple Base Female Characters, with Character Morph

These characters were modelled, fully UV Mapped, plainly textured (solid skin color only, for now), rigged for and skinned for biped skeletal animation, and contains a few base animations to test all major joints. These will serve as a base, to create other characters from, using a custom Face and Body Morph MAXScript.

Thinner alien like female
Thinner alien like female
Forehead morph test
Forehead morph test

More Details..

 

 

Face and Body Morph (Create multiple characters from base)

A Base low-poly mesh was created, UV Mapped, rigged and skinned for skeletal animation, then select face and body parts/properties are morphed for minimum and maximum extents, eg. Eye width from each other, Eye height, nose bridge width, ears, cheeks jaw etc…

Joe_Face_Morph_3

No need to reskin, but touch ups may be required
No need to reskin, but touch ups may be required

More Details..

 

 

Hundreds of AI Characters

This demo shows the AI Character system, where the scene contains more than 100 active AI characters, but only those within range are being rendered and animated, while those who fall out of range, will still animate, and engage in combat, but not be rendered, and those that completely fall out of the large range, will not be active at all, the frame rates speak for themselves, mostly hovering above 100.

 

More Details…

 

 

Castello Project

7_Castle_Furniture_9 8_Castle_Weather_2 4_Castle_Unity_Water_4 6_Castle_Unity_Sun_11

Extra Vegetation Test
Extra Vegetation Test

This project was done as a demonstration of the type of environment and level building technologies we will be using for upcoming Games.

The level itself consists of multiple assets, that were created using the Modular Level Design methodology, and to prove and test the methodology, specifically for workflow and timeline estimates and processes.

Small, re-usable assets were created, and used to build the Castle and floors from the ground up.

More Details…