A Velociradish Devlog – Prototype #3 Part Two: Hermit

Velociradish Production

Last time we left off, we had just begun tinkering with the gameplay of the prototype, as well as starting to block out the layout of the level. In addition to generating some quick props, I had managed to help set up some rough level scripting to demonstrate the core gameplay. Since we had significantly less time to figure out the project, I wanted to help ensure that we did not bite off more than we could chew.

Thus, at the risk of oversimplifying, I suggested two obstacles to impede the player’s progress: seaweed to force the player to learn to cut with pincers, and a simple gathering quest to challenge the player’s skill at navigating with the unique control scheme. The goal of the game? Bursting this pipe. That’s it, really. I more complicated puzzles can be fit in further down the line, and so I’m not too concerned with the current complexity. Right now the most important things to do in this prototype were to demonstrate how the Oculus controls translate into the game.

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I also took over for the making of the trailer, and I was glad to get the chance to practise film editing. Recording simultaneous footage of the player was crucial to selling the premise of the game, especially due to the control scheme being the Unique Selling Point. Overall I was quite happy with the way the trailer turned out – it really paints the game as a rather zen experience, don’t you think?

I can say with confidence that my understanding of level blueprinting were improved throughout the course of this prototype, as well as understanding some of the level layout and. In conjunction with learning to utilise the matinee a bit better, such as scripting a crab to move in front of the player, I think I will be better prepared to aid the programmers in aspects of scripting and design.

Overall, I personally enjoyed making such a simple game with simple interaction, as a far cry from what we usually attempt. The freedom to be able to just think about the level and the way in which it will all fit together makes things so much more enjoyable, especially when we don’t have to keep thinking about how a multitude of disparate parts would work together.

 

A Velociradish Devlog – Some more Level Scripting with the Matinee

Velociradish Production
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Can’t let you do that.

For the purpose of having our player crab being denied by another crab. I thought it would be a fine time to experiment with Unreal Engine’s Matinees to allow for some scripted actions to occur at particular times.

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Trigger volumes for animating the crab to particular locations.

I simply set up a few  trigger points, with a super simple animation in the matinee. I then set up some basic scripting to tell the matinee to play when they are overlapped.

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Setting up movement and attaching the walk cycle.

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Some blueprinting to trigger the crab to cut you off, simply by reversing the same matinee back and forth.

Simple stuff – not bad for today!

 

 

A Velociradish Devlog – Doin’ Some Blueprintin’

Velociradish Production

Today was spent doing a bit of delving into level scripting. Still something I really aim to wrap my head around (but still sort of fail at), I try to take on some basic tasks in the hope that I’ll have that ‘aha’ moment, and everything will be suddenly clear to me.

… I’m allowed to dream, right?

Anyway, the goal of this short exercise has been to make up some short level scripting in order to create some objects and for giving the player some incentive to explore the area and utilise what they learn.

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This crab blocks your path in front of you. It’s a rather hungry-looking crab.

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… and here.

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Better find more scallops from here…

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Level blueprints in order to increment the ShellCount every time a scallop is collected. When two shells are collected, the opposing crab will move out of the way.

That’s a quick lesson that I’ve learnt today, so I’ll see ya next time!

A Velociradish Devlog – Prototype #3 Part One

Velociradish Production

For this prototype, we had two goals that we wanted to achieve:

Firstly, we wanted to complete begin this project from scratch in order to give ourselves a fresh start, after somewhat bloating the previous project with so much content, yet not enough substances. As a result, we threw everything out the window and started to furiously brainstorm

Secondly, we wanted to take advantage of new technologies should the opportunity arise, and should it fit the project. For this we found a way for virtual reality to provide a rather integral part of the experience.

And so, a storm was coming. A brainstorm, that is. We agreed to aim for writing down 25 ideas over the weekend, before reconvening and seeing what we could come up with. The exercise produced no clear winners, however, as a day of seemingly-fruitless ideation came to an end. Despite further advice and suggestions on ways to think outside the box, frustration began to set in. It wasn’t until discussion with an adviser on what kind of game we wanted to make did we manage to make progress. So what kind of game would did we want to make? My viewpoint was summed up with ‘something hilarious’.

And so, during discussion about peripherals such as the Oculus Rift and the Leap Motion, I pitched the concept of playing as a crab, and using the Oculus to control movement, while using a controller or even Leap Motion to manipulate the claws!

For the latter half of this week I’ve been getting back into some 3D art, making environmental art and props, such as sea shells, wood and segmented seaweed for our neat dynamic seaweed system!

A difficult decision that is coming up is whether making the game a singleplayer adventure will be of correct scope for this year. On one hand, it will give us the opportunity to push meaningful messages through the narrative. On the other, crab duelling just seems too irresistible not to tinker with!

Stay tuned for my next Velociradish adventures!

 

A Velociradish Devlog – Prototype #2

Velociradish Production

The past fortnight has been a rather chaotic one, as time was spent on other odd jobs. The purpose of this prototype was all about building on the slow-motion of our previous game, adding to the tactics and in forcing the player to make more difficult decisions under pressure. The first prototype made it all too easy to run-and-gun – somewhat defeating the intended action of our game.

The first week was spent attempting to add some more feedback, framework and structure to the game. Since we wanted several characters with several guns, we would need models to distinguish them, and so I blocked out some very quick models of a rifle, shotgun, shield and pistol, and then attached them to the character meshes themselves.

In conjunction with our environment artist, we added and expanded on the current world to create the feel, Easing the transition for the environment models into the engine. I also managed to utilise some Unreal starter content in order to work on a neat bullet distortion effect.

In the second week, I decided to further mess around in blueprint, to little avail as I still struggle to grasp the workflow desired of blueprints. After attempting to add sound, I managed to inadvertently break the entire build several times. Sometimes it felt like I was breaking more than create. Talk about chaos!

We also were in need of adding important feedback, such as adding an ammo count. Quite a no-brainer, I suppose, but its importance becomes increasingly obvious once the player starts being blindsided from running out of ammo without knowing it.

It’s clear that it will take a lot more than a week to learn how to make these things work. One should also have no shame in asking for a helping hand, as sometimes you just need one to set you on your way. Any managerial roles took a backseat in comparison to the learning experience, almost falling behind in task logging, documentation and paperwork.

Stay tuned for next time, where we hope to expand on the tactics further while experimenting with alternative perspectives!

A Velociradish Devlog – Prototype #1

Velociradish Production

Hiya, and welcome to the first post of my journey as a member of Velociradish Studios (formerly Radish Studios). Here I will be posting our team’s progress, lessons as well as other musings throughout the course of development!

As a hybrid artist/project manager, my main duties in the team are mostly related to making sure our projects move forward, whether that be coordinating the team, writing out the necessary documentation, and acting as the team’s liaison. Otherwise I fill the shoes of whatever role or position is required of me, and am wearer of many hats. I wear other clothes besides hats and shoes, too.

After completing our first prototype, there have been quite a few lessons learnt already. As with every team, a lot of it has to do with planning and overscoping. The intent of this first prototype was to ensure that the scond-to-second gameplay of our idea is solid, or at least has some potential that we can build on. Dubbed the ‘Prototower’ for now, we simply considered ‘What would 2.5D side-scrolling slow-motion, action look like?’ We pictured rogue-like elements, with a dash of squad-based tactics and progression. Regardless, we resisted the temptation to go all-in and start with the simplest of scenarios: one player, one enemy and one room. Nothing but the mechanics to play around with.

So what have I been up to this past fortnight, you ask? Why, nothing but an odd assortment of tasks, of course!

Besides staring into the infinite void that is schedules and documentation, I have also been tinkering with Unreal Blueprints in order to relieve the programmers of some pressure and to help out with simpler coding tasks, such as health bars, UI and other miscellanea. I have also been smoothing the transition in which assets move into the game engine. This involves ensuring that models and props have the proper lightmap properties and double-checking the scale, before setting up the lighting as established by the environment artist. Not the most glamorous of jobs, but definitely the kind of dirty work that needs to be done in any project!

Towards the most recent week however, it felt like our progress had stalled. To say that we had planned things to a T was definitely an overstatement on our decisiveness of our actions. We had discussed many aspects of gameplay, but we mostly deviated to the high-level aspects of it. Procedural generation? Noted. Possibly over-complicated skilltrees? Sorted. How the actual conflict would occur in realtime? We couldn’t agree on something that everyone could buy into, nor could we find something worth testing. After countless revisions of the gameplay (much to the programmers’ chagrin), from turn-based and grid-based to realtime and free movement, we finally settled on gameplay to serve as groundwork.
After spending a lot of time working in all manners of blueprints, with lots of aid from our local programmers, it has been a great learning experience familiarising myself with the engine. There needed to be plenty of back-and-forth in order to make particular variables and other C++ functions to be accessible through blueprints. We’ve also ensured that the correct animations respond to their corresponding triggers for each of the enemies. Especially after adding the animations and sounds into the game, it definitely started to get somewhere! This was a huge boost in confidence for us, and it’s astonishing how much difference some aesthetic embellishment can make. Check it out below:
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We’re quite fond of the way the game has evolved into an experience that will be both a fast and slow paced game (see what I did there). For our first pass at this project, we’ll continue to be working out the kinks in our workflow, and hopefully we be able to make further leaps and bounds in the coming weeks. Here’s hoping that I will also be able to get to work on more than just setting things up and paperwork too.
The next task to do is to think a little bit larger, and start thinking about how to really emphasise tactics, and make the player’s decisions really impact their experience! Stay tuned for our next adventures!

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