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"Hunted progress report"
Owner: edzup
Showcase Entry: Hunted
Total Entries: 119
edzup
Entry: 119
02/12/2005
10:01 PM
Working through ripping out the bone animations from my CShop character (the character weighs in at 14Mb which IMHO is way to big for a single character), if I can rip the animations I may be able to animate the models internally with the game system rather than having predefined animations.
edzup
Entry: 118
01/12/2005
12:15 AM
Game still very much in development, working on making the engine faster to handle more effects as they arise. I am testing a system which if it works 100% will allow me to have infinite worlds where you can see as far as the camera will allow (in the game this will be about 10 miles ).
edzup
Entry: 117
12/16/2004
04:52 PM
FIXED: Rain problem with game engine, this weather effect problem was caused by Quill3d's caulk tiles (the ones that are invisible) it seems they are still 'rendered' in he level.

FIXED: timing of spawn system, the faster the computer the more enemies were spawned.

I have a rudimentry character to add to the game and I will try this and then upload some more piccies.
edzup
Entry: 116
11/26/2004
12:09 AM
Programming of the game system is back on now I have my computer to hand once again :)
edzup
Entry: 115
11/10/2004
11:42 PM
still in progress but moving slower due to real life issues
edzup
Entry: 114
09/04/2004
01:57 PM
Each character (converted using Unwrap3d which im am now a registered owner :) ) now comes in at 14Mb but they are worth it ;).

Currently looking into Bump mapping for extra lighting effects that will hopefully make the levels come more to life :)
edzup
Entry: 113
07/25/2004
12:37 AM
I am now getting Character Shop (by Josh Klint) to do the animations for the ingame player characters, the package is very easy to use and suits the game perfectly :). Hopefully now I will be able to put the animated player character in the game so when you use the behind view you dont just see the gun ;)
edzup
Entry: 112
07/21/2004
04:52 PM
Located a bug in the original map (thats in the pics) is seems there is a mesh problem with the airlocks, when im anywhere else on the level I get 30-45fps, but when im in the airlock I get 6fps and the only thing that has changed is the airlock.

I intend to completely remove and redesign the airlocks and hopefully this will fix the problem without me having to completely redesign the level (its a nice part of the entrance :) ).
edzup
Entry: 111
07/12/2004
09:20 PM
Finally sorted the map desiging problem out, I will use CShop for the map designing and texture placement and then use Slim Shady lightmapper to do the lightmapping (its brilliant at it :) ).

When I have redone the initial area I will post some more piccies for everyone to 'peruse' the beauty of using CShop is the maps you can design can be almost limitless and so the game engine doesnt need to (hopefully) have maps divided up as much.
edzup
Entry: 110
05/30/2004
12:38 AM
FIXED: Glitch in trigger switches (what a bast that was to debug it only happened randomly, still when you have a thousand lines to go through it can take a while :
edzup
Entry: 109
05/23/2004
03:33 PM
STARTED: Weather effects, ive now added rain to the main entrance level :) (will upload some piccies when I add the terrain and a sky to it).

The rain will only be 'visible' when outside and does not enter into the buildings when you are inside =).
edzup
Entry: 108
05/16/2004
04:01 PM
Completely redesigning the Docking area, I have done several new textures and im currently working on sorting the level to make it more futuristic looking =). Will post some screenies when I have part of the new level complete.
edzup
Entry: 107
04/18/2004
08:33 PM
Just a quick update to let ya all know its still very much in production, ATM I am planning out a system to allow shooting out of lights (this will adjust the lightmap accordingly). Hopefully when complete it will mean I can have areas of the game where stealth may play a bigger part =).
edzup
Entry: 106
03/17/2004
08:59 PM
Got an artist on board (we are currently working on another top secret project), and the models he can design are brilliant =).

Will upload the lighting demo as soon as I have made one =), will hopefully be this weekend somewhen =).
edzup
Entry: 105
03/07/2004
06:08 PM
Lightmap tests are now working fine =), I can now pre-render all lighting and then have the system update as required (one of the major hurdles was accurate lighting this has been sorted, in the future I want to have a more realtime approach but this will do for now).

I will upload a new demo once the level has its lightmap lighting components added and the system script updated to cater for the new system (and the switches have been tested) ;).
edzup
Entry: 104
02/26/2004
10:20 PM
Early lightmapping test (with a Maplet map) works perfectly (I had a nice disco light effect =) ).

Also coded a predator like cloaking system (see www.blitzbasic.com code archive for more details ;) )
edzup
Entry: 103
02/06/2004
10:45 PM
Added frames system to lightmapping system, this will now allow me to have numerous different lightmap bits without using a single DX light =)
edzup
Entry: 102
02/04/2004
11:38 PM
ADDED: switch activated lighting, emergency lighting, broken lighting. All I need to do now is create some rooms to put the demo lighting in and after some testing I will have System Shock 2 style lightmapped lighting =).
edzup
Entry: 101
01/27/2004
07:44 AM
Animations going well :), also working on an outlining function for Player-Bot targetting system :)
edzup
Entry: 100
01/17/2004
08:22 PM
Currently tacking together the walking and run skeleton animations (for later use) I will then be able to have animated characters running around (also I will be able to add the player character :) ).
edzup
Entry: 99
01/10/2004
06:29 PM
I have got basic lighting in the game engine (the light bits need a small tweak to the game engine but its getting there :) ).

Looking into realtime lighting etc but this will take time.
edzup
Entry: 98
12/31/2003
12:13 AM
Having a look at different lighting methods at the moment trying to get one that looks good and is relatively fast.
edzup
Entry: 97
12/24/2003
11:44 PM
CHANGED: Decal system, now the decals stay attached to anything they hit so if you shoot a door then open it the decals will remain where they were on the door :).
edzup
Entry: 96
12/20/2003
10:01 PM
ADDED: Weapon scripting, now the data for all the guns in Hunted is contained in special data files, this will enable me at a later data to create a weapon creator for Hunted's editor.

CHANGED: the ingame minigun for the new one :)

ADDED: special bones to the new weapons to signify where the gunflare is to be placed, this saves me tediously moving the gunflare around to get it right. Now all I have to do is create a tri assign it to the gunflare bone and use it in the game, the gunflare for that gun is then automatically assigned to the bone and looks perfect.

FIXED: a problem with the behind view system, now you can do a behind view of your character (not amazing as yet as your not there but its getting there :) ).
edzup
Entry: 95
12/18/2003
10:08 PM
ADDED: Animated coronas (this can use any texture loaded as a texture), also I have added RGB colouring for textures :).
edzup
Entry: 94
12/14/2003
12:59 AM
Currently designing doors (no not the cult 60's rock group) but just doors ;). ATM I have security doors and currently designing airlock doors and swing doors :).
edzup
Entry: 93
12/09/2003
12:46 AM
ADDED: Minimum alpha value to game engine, this makes the alpha system complete :)

FIXED: Alpha speed system, the old alpha system went in .1 increments now alpha speed is used so it can be adjusted via the editor.

ADDED: Block Luminance variable this means that anything can be excluded from luminance checks (like glass statues etc :) ).

Also done a bit more to the docking bay level although lightmapping takes over an hour and a half with good detail and default bluring so might wait till the level is complete before lightmapping it fully.
edzup
Entry: 92
12/06/2003
08:04 PM
Uploaded new piccies, finally got around to capturing the new guns.

Still working on the scripting and designing for the initial docking area. Also doing some behind the scenes planning for gun loading scripts etc.
edzup
Entry: 91
11/29/2003
10:38 PM
FIXED: Corona's, there was a display problem which stopped them from working correctly.
TODO: allow textures to be used as coronas (inc animated textures) and the special RGB values to colour that corona :).

ADDED: Alpha Max system now I can have coronas that are just slightly visible :).

ADDED: Corona colour system, now coronas can be coloured to any colour I choose :).

I have completed a working model for the emotion system for Hunted the AI (humans/aliens not robots) will react to a given situation depending on how they feel. If they are scared and someone shoots at them they dive for cover, if they are soldiers etc they may be veterans etc so they may stay and fight depending on thier morale rating :). This means you should theoretically be able to pin down enemy soldiers in corridors etc to make it more realistic :). There are numerous other mental traits that I will add to the system as time goes on so the people around you may decide to run instead of fight or cower behind something.
edzup
Entry: 90
11/22/2003
09:05 PM
Ok the Editor now has Texture, Sounds, Special Item and mesh editting from within the editor itself (no more manual editting of those bits of the script =) ). Still have to do the items tho.

Ive also added a file selector to the editor to make the system faster.

edzup
Entry: 89
11/19/2003
11:16 AM
Ok now im working on the editor again (I hate working on that but its a requirement for rapid level building), I need to add the systems for editing/deleting/creating of items,textures,sounds,meshes and special items once this is done I will finally be able to relax a bit more ;).

Ive mostly been tacking down the information for all the systems so not much coding as yet but its getting there :). Once I get the editor 100% as of late I can then go whole hog into the game itself :).
edzup
Entry: 88
11/17/2003
09:33 PM
ADDED: AVI Playback system, so if I want to add a AVI cut scene I can :). This can be triggered like anything else in the Hunted universe allowing for more flexability :).

ADDED: Special Item calls, the AVI call is one of these. This is basically because not every entity in the game universe requires an AVI string so now I can call special Items to activate AVI's special effects etc.
edzup
Entry: 87
11/17/2003
12:41 AM
FIXED: Bug with ladders, I forgot that detaching the camera from the player made it so the player climbed the ladder but the camera didnt.

The walking on walls is getting there its more tricky than it seems but I hopefully will get it completed soon.

REDESIGNED: the machine gun, the new one looks much better than the old one :)

LOOKING AT:Bump mapping, Orb basically needs a really high poly model and a low poly one to generate the bump map I might see if its feasable to use it in Hunted :)
edzup
Entry: 86
11/05/2003
09:35 PM
Done the glass checking, still need to do the force field but its getting there, the system will basically illuminate stuff via the editor so it wont slow the game down too much this will help the game look more realistic IMHO.

STARTED: the walking on walls system, imagine Serious Sam's walking on walls system and your basically there :).

Still working on designing the guns too =)
edzup
Entry: 85
11/01/2003
09:45 PM
COMPLETED: Luminance system, still need glass/forcefield check but its basically 99% there :).

STARTED: Machine gun new model (this looks MUCH better than the old one)
edzup
Entry: 84
10/27/2003
09:28 PM
COMPLETED: Player pistol, now working on the machine gun

STARTED: Entity luminance, this will be precalculated by the editor for all entities in the game, it will allow me to make entities in very dark rooms dark also :).

Still have to do the walkable walls tho but I have an idea on how to attain this :)
edzup
Entry: 83
10/22/2003
09:39 PM
REDESIGN: Player pistol, the old weapons will be completely overhauled as the old ones look shite TBH.

STARTED: Serious Sam style walkable walls, so you can walk on walls etc. This will be a major part of the Hugger movement system.
edzup
Entry: 82
10/12/2003
04:11 PM
FIXED: a bug where you could shoot contact zones

ADDED: food machine texture

ADDED: waste bins to game engine :)
edzup
Entry: 81
10/11/2003
09:51 PM
*** MORE NEW PICCIES ***

ADDED: Terrain entity to game engine, now I can load, texture, position and scale a terrain to suit the game needs. Still need skybox/spheres tho :).

edzup
Entry: 80
10/09/2003
09:16 PM
New piccy of the Technodemon, this will be one of the Alien Overmind guards ;)
edzup
Entry: 79
10/08/2003
10:31 PM
Still designing meshes, the drinks machines are in (also the contact zones for them are in, at last now your character can get a drink :) ), Still need to design a food machine tho ;).

Im designing more models for the enemies too, currently working on the Technodemon (think worst nightmare and you will be almost there ;) ).
edzup
Entry: 78
10/01/2003
09:52 PM
Designing a xray machine for the level (kinda like Total Recall's scanner thing) this will be placed at all the exits to the prison complex :). Also adding the drinks machine to the level too, the code for the machine is in there just needed something that would use it level wise :).
edzup
Entry: 77
09/28/2003
10:17 PM
*** Completely new piccies ***

These shots show the first security area, the big black blocks are databanks. As you can see from the shots the only limitation when designing levels in Quill3d is your own modelling skills :), everything in those shots is a Quill3d levelmap (with meshes designed by me imported into Quill3d for lightmapping purposes).
edzup
Entry: 76
09/27/2003
09:15 PM
Two new piccies, the levels getting there but still needs lots of work :). This will be the first section of the NEW docking area.
edzup
Entry: 75
09/26/2003
08:50 PM
Designed and added some new bits to the docking bay mesh, these are wall lights and scanners bits (all textured). Quill3d is a brilliant tool (shame about the CD check), I can add a mesh texture it and its all in the mesh at the end :). Will post some more piccies when I complete the first area (with scripting :) )
edzup
Entry: 74
09/25/2003
08:53 PM
Posted some new piccies of the docking bay, this will be where the game starts now :). I still have to 'redo' the scripting but it should be easier when I have completed the level (still working on it :) ).

The two columns are the beginnings of a security check area (checks for illegal weapons etc), they are one of many meshes I will be designing to 'compliment' the Quill3d mapping tool :).
edzup
Entry: 73
09/20/2003
02:36 PM
Finished the Sentinel mesh now im doing the texture and the skeleton and it will be perfect :), I will post a piccy when thats done :) (posted WIP piccy of the mesh tho ;) ). I still have the Hugger texture to complete but I will do that after the Sentinel.

CHANGE: the game is no longer set on a Space station (I thought this to be too limited) its now going to be set in a prison complex somewhere in the Sol system (well on Titan really (see Mines of Titan by Infocom and Westwood for further details) ).
edzup
Entry: 72
09/15/2003
09:58 PM
Finally animated the machine gun turret :)

Laid out the plans for Entity loading in the EFPS engine this will allow me to manage the animations from scripting files rather than hard coding it all in Blitz :). Now all I have to do is add the loader code and information gathering code and then that will be done (rather simple to do in theory :) ).

Still have to get the Hugger texture just how I want it (still havent as yet). Also designing the Sentinel security droid this will look rather similar to the ABC warrior in the Judge Dredd film :)
edzup
Entry: 71
09/09/2003
09:11 PM
Hugger model is getting there, the animation is done so basically I need to scale and add it to the game.

I still have to redo the scripting for the Hub but that is next on my todo list :).
edzup
Entry: 70
09/06/2003
12:29 AM
Still texturing the Hugger model, its coming along nicely :).

I am gonna take a System Shock 2 approach to the Computer AI that is it will attack you when it spots you but will patrol if it cant draw a line of sight to the player, IMHO this made System Shock 2 the great game it is and I want Hunted to be just as good :).

Also been playing 'Republic the Revolution' its a brilliant game (bit complex) but I would recommend it to everyone :).
edzup
Entry: 69
08/29/2003
09:59 PM
Texturing the Alien Hugger model then I gotta add it to the game and get it to climb walls and walk scuttle across ceilings and floors (ala Corporation style ;) ).
edzup
Entry: 68
08/28/2003
10:31 PM
After a long break (went up north god knows why its waaaay to quiet for my liking) im now back down south :P

Currently working on:
1) Im currently rehashing the scripting on the Hub after redesigning it a bit.

2) More models, I also have been working on 5-a-Side but thats another story :)

3) AI scripting, im trying to get the computer opponents to be self sufficient, in other words they will react depending on the situation they find themselves in rather than a series of predefined scripts to handle it all.

4) Model rescaling, this is due to a slight modification in the scale of the game.

ADDED: Behind view, not helpful ATM as you dont have a model but you can see the gun ;).
edzup
Entry: 67
07/12/2003
04:46 PM
This week I have been tidying up the code and adding more remarks :)

I still have to redo the scripting for the hub but now I have the latest Quill update I can work on that and make the engine even more faster :)
edzup
Entry: 66
07/04/2003
10:09 PM
ADDED: NPC Audio system [UNTESTED] this hopefully when complete will allow the bots to hear you making a lot of noise ;)

ADDED: NPC Stance, not everything has to be hostile now :)

ADDED: NPC perception, now they may sense you moving around them.

ADDED: NPC Alerted status, this will mean certain NPC's can be paranoid and others completely unphased by noise.
edzup
Entry: 65
06/27/2003
10:42 PM
STARTED: on updating the editor to cater for more than just the levels, I want it to completely be able to make the game scripting from within the editor.

FIXED: Bug with inventory system (reported by gns) it seems it was related to the resolution switching in the game and was fixed (with a bit of tweeking).

I still have to test the ladder bug tho BUT ATM the hub no longer has a ladder so I might add one to the storage bays ;).
edzup
Entry: 64
06/21/2003
12:32 AM
FIXED: the console bug that gns pointed out, I knew there was a resolution problem with the console so I have now set the line count in the console so it no longer goes off on a tangent.

FIXED: some internal bugs with triggering stuffs, sometimes it just wouldnt trigger some items. Now it works fine.

Also I have been busily laying out the plans for all the scripting that is within the EFPS system, items/entities/etc this way hopefully I can finally get the editor upto speed so I can use that to place items in the game without having to manually edit them all the time :). Also I need to get the editor to do some level checking so I can create new maps from within the editor :).
edzup
Entry: 63
05/31/2003
12:25 AM
Started creating the Hub in Quill3d, early tests so far show the levels need to be scaled to .1, .1, .1 to work properly in Hunted, to this end I will add a scaling variable to the Hunted scripts.

Apart from that all is going well on the tweening front, still not fixed those bugs but im working on it ;)
edzup
Entry: 62
05/26/2003
09:44 PM
Finally added full tweening, there are still a few bugs to correct though these are:
1) simple shadows (still gotta use sswift's shadow system here).

2) Gun flares they seem to have a few movement issues.

3) flamer still needs a little work.

But apart from that the game runs at a perfect 30fps at ALL times :)
edzup
Entry: 61
05/25/2003
11:48 AM
Basic recoil is in :), so no more perfect aiming etc :).

Still playing with sswift's shadow system :o) once I work it all out I will add it to Hunted then I can finally reenable the 'realtime' shadows option :)
edzup
Entry: 60
05/23/2003
10:24 PM
Got sswift's shadow system today :) (fully registered member now =) ), Gonna add that over the weekend :).

ADDED: Proper gun flares for the machine gun and the minigun, still need texture for lightning gun and pistol :)

FIXED: Main menu system, now different screen modes will show more information rather than it entirely squashed at the top of the screen. Also added scroll buttons so people dont have to try all the keys to see what scrolls it :). The main menus themselves also use the new display modes as well and are spaced out rather than squashed at the top :)
edzup
Entry: 59
05/19/2003
01:08 AM
As you can see from the piccies I have added a new weapon, the Flamer. With this you will (when completed) be able to spray an area with fuel then ignite it with flares etc the flame side is in I just need to add the fuel image and ignition system and its away =).

I have also detached the camera from the players head so it can be used for things like scout drones etc.

There are some other minor changes to the system like the inbuilt functions to hide and show weapons and the illumination of guns is now handled by the illumination system instead of a seperate Select...End Select every time its required, this has made the code a little more readable :).
edzup
Entry: 58
05/17/2003
07:22 PM
ADDED: Smooth transition between hidden and visible modes.

FIXED: Inventory bug, the inventory worked perfectly in 640x480 but not any other video mode. Now it works in all video modes :).

ADDED: New Walker bot model, the model is animated (well has a walking animation) and walks reasonably around the level. Need to fix problem with b3d's tho to do with looped animation.
edzup
Entry: 57
05/13/2003
09:58 PM
Walker bot is now in the game, see top piccy :P.

Also its a single mesh (this will cut down the surface count). Looks good tho ;)
edzup
Entry: 56
05/12/2003
01:15 PM
New piccy of Walker bot :)

ADDED: Multi-part models, still to test tho :). The Walker bot has two parts, the legs and the head. Hopefully when the Multi-Part system is complete (which wont be till after Hunted at least) it will feature bits you can blow off of npc's :).

ADDED: Walker bot meshes :)
edzup
Entry: 55
04/16/2003
02:00 AM
*** NEW DEMO ***
edzup
Entry: 54
04/12/2003
05:04 PM
Finished the minimap, with little arrow so you know where your going :).

When I get Quill3d (currently on preorder) I will completely revamp the entire Storage level to look more like the Von Braun out of System Shock 2 (low ceilings, claustraphobic corridors etc =) ).

Next up is the big map, so you can scan around the level map and locate a specific area etc.
edzup
Entry: 53
04/11/2003
01:09 PM
Finally finished vision system, now if the bots look at you and spot you they continue to fire at you till they either lose sight of you or your dead, there are other constraints like running away if badly injured but these are not ATM gonna be in Hunted.

The vision system has numerous modes for the NPC vision system these are as follows:

Zoom:If this bot has a zoom capability (might be a sniper etc).

Standard: This is the standard vision

Infra Red: this is night sight like system

Night: this again is night sight

Thermo: this is thermograph, this vision mode is not affected by fog.

All vision system other than zoom are affected by range fall off, this means at range its harder for the bots to spot you. They are also clipped at the Player cams max range to stop bots shooting if they are out of your vision (this always pissed me off in H&D where a sniper shoots ya when you cant even see him at all).

All these vision modes can be added to one bot, for example in a WW2 game you could have a sniper with a Zoom capability and standard vision this means at night he will have a hard time spotting someone hiding in the shadows. But in a Futuristic game you could have a Soldier with a Thermal zoom scope that can see you if he looks at you.

I have also started the mapping system so you can find your way around.
edzup
Entry: 52
04/10/2003
03:11 PM
ADDED: Bots now turn to face the new direction instead of instantly jumping to it.

ADDED: Bot vision system, now if you are hiding in the darkness bots with standard cameras will have a harder time spotting you. Bots with Infra-Red/Night vision/Thermo vision wont however. Finally bots without eyes wont spot you at all ;).

TODO: For the above system I need to add a range check so bots will have a harder time spotting you at range (unless thermo equipped)

ADDED: Popup messages, for those of you who have played Deus Ex and System Shock will know what this is. Basically it means messages (with senders image) can popup on your screen for things like important events etc. Like System Shock however they are stored in your log reader for later viewing =).
edzup
Entry: 51
04/09/2003
01:46 PM
done a recode of the main menu options and redefine functions now they return a value that can be used by the main menu for everything (cutting out 24 variables to boot). It also allow me to add scrolling lists of options like System Shock 2's redefine controls list this means I can add new controls without looking at the screen and trying to find a place for them.

Gameplay wise the system is coming along nicely after a small setback (the multipart Havoc 2 tracked in the piccies has been ditched and I will now be working on more single part and single texture robots), the setback arose because the Havoc 2 has five textures (Head, Chest, Legs and each arm) the system ran fine with 1 on but after that each new one drained 5fps (OUCH!!!) but further tests have pointed it to be the model so I have replaced it with the old security2 for now =).

ATM with 4 bots on (which is the max I have had on ATM) I have got between 28 and 32fps, which isnt bad at all seeing as the game will be more shooting/puzzle than Doom ;)

As soon as I get Quill3d and learn all the CSG/modelling side of it I will completely rehash the entire Storage bay and then hopefully it will be time for a new demo ;).
edzup
Entry: 50
04/06/2003
07:48 AM
Got robot sight system working, this means that you will only be attacked if you stray into the robots field of view =).

Merged Explosion system into the EFPS engine, now when you kill a robot it will have a nice explosion =).

Over the next week I will be looking heavily at the NPC AI code to see if I can increase the speed of the game, ATM with a bot on the level I get a .5-1fps drop. This I want to correct and make the game as fast as possible =). If I can make it ludicrously fast I can then start on the networking side of the game (LAN only no Net play as yet).
edzup
Entry: 49
04/01/2003
01:21 AM
Got basic explosions done (still need adding to the main source), these dont look to bad either ;).

I also have the NPC damage system in, you can now kill the NPC's although the poor basts cant shoot back yet ;)
edzup
Entry: 48
03/28/2003
02:24 PM
Bots will now follow the pathnodes and remember the last node they went to (so they dont backtrack unless they hit a dead end), the visual system is in there to.

Over the next few days im gonna add the robot damage system ( so you can kill em) and the robot attack system (so they can kill you ;) ). ATM it all seems to be falling together nicely. What I plan to do is whack together a complete game engine then refine it to make it as fast as I possibly can, this will hopefully allow me the greater flexibility I wanted =).
edzup
Entry: 47
03/24/2003
01:21 PM
The node system is now completely implemented into the editor along with the change to noding system to include player starts as nodes :).

As you can see from the piccies the basic spawning is in now, I have also found time to add a LOS system for the robots. The robots in the piccies have spotted the player and are tracking them if they could fire (which ATM they dont) I would be taking a lot of damage ;).

What I need to do now is make it so un-alerted bots follow the paths set out by the editor. I also have to make it so when an alarm is sounded the bots pathfind to the nearest node to the alarm.


I have also done a successful test on tweening and will also be adding this to the game, hopefully giving me more Cycles to do the AI and networking without slowing the game down.
edzup
Entry: 46
03/14/2003
01:46 PM
First test in the editor of the new node system has gone well, the nodes connected as they should so heres hoping =). What I need now is a npc character to follow the paths set out via the node system =), that will be the next major thing then I can add all the NPC stuffs to make the engine near complete =).
edzup
Entry: 45
03/07/2003
01:26 PM
Finally got the completely 3d pathfinding working perfectly, now I can calculate a path from any node to any other node on a level. There are flyer specific nodes to stop any 'accidents'. The system also reports if a path cannot be created :). All this in under 5ms =).

Now what I need to do is add nodes to a level and merge in my pathfinding code into the Hunted main game system and I should be able to have my first robots moving around =).
edzup
Entry: 44
02/28/2003
01:54 PM
ADDED: Ejecting brass, now you can see the shell cases flying from ya guns :). Still to add an option to turn em off if you want tho :).

Got basic pathfinding complete, now the test bot can move along the paths with ease since I added a node range value to the path creation system. Once I have the system implemented in the editor it should make the game AI much more difficult to avoid =).
edzup
Entry: 43
02/25/2003
01:41 PM
Added and tested: Teleport trigger, now I can teleport in any game entity and teleport them out :).

I am now working on the 3d pathfinding using my node system, this may take a while but will be VERY much worth it. Imagine having robots that actually make thier way around the level instead of mindlessly blither from node to node. I can see loads of 'ambush' potential here ;).
edzup
Entry: 42
02/18/2003
01:35 PM
ADDED: Basic bullet penetration, you can now shoot through stuff if you gun is good enough :)

ADDED: Fade in trigger

ADDED: Random trigger

ADDED: Fade in and out trigger

ADDED: Defective trigger

ADDED: Show/hide trigger

ADDED: Show trigger

ADDED: Hide trigger

The only trigger I have to do now is the 'teleport' effect trigger this is going to be done soon as I have a decent effect.
edzup
Entry: 41
02/17/2003
02:58 PM
ADDED: Ammunition types and gauges, now when shooting you can run out of ammo and need to reload. Reloading is currently performed by pressing the weapon key and right mouse but I may add a Reload key.
edzup
Entry: 40
02/16/2003
09:51 AM
Added: Inventory weapon re-arranging system, now you can have the weapon configuration of your choosing instead of the default one. For example if you go into your inventory and press Ctrl+8 whilst highlighting the pistol the pistol will be bound to weapon slot 8 :).
edzup
Entry: 39
02/15/2003
05:11 AM
FIXED: bug with item system, the original bug was rather obscure (ie it worked when it wanted to) now the system works 100%. You can now open the storage bay doors with the Deck 10 keycard (which you start with) if you drop this (no model yet but its being designed :) ) you can hack the doors.

I will be designing some bullet images soon this will be used to 'force' the players to use ammo clips (a thing I wanted to do for ages).

I have also found out that Maplet lightmaps are 3Mb in size (Big ouch) I have also been using Decorator to change these to png's that are 90-100K in size a major saving.
edzup
Entry: 38
02/05/2003
03:15 AM
Its not dead far from it :)

I have been busy tarting up 5-a-Side and working behind the scenes. I have basic spawning done im just trying to get the bots to notice you ATM.

I may go the System shock route and have fixed enemies, more enemies for different difficulty levels this will simplify most of the bot spawning and AI.
edzup
Entry: 37
01/05/2003
06:25 AM
I now have added illumination to the game to check whether or not the player is hiding in a shadow or in plane view :). If the player is in plane sight they will be spotted by robots more easily than if you were hidden in shadows :).
edzup
Entry: 36
12/30/2002
01:10 PM
I now have spawning in the game, the robots are spawned at specific area of the game (cunningly designated NPCSpawn points) and are only spawned if the player cant see em :).

TODO: add basic rudimentry AI to the bots so they move and attack the player.
edzup
Entry: 35
12/28/2002
08:23 AM
Finally finished one of the Havoc 2 droid models these will be Tracked, Walker, Hover droids (ATM I only have the tracked one complete) but it looks good and I intend to start on the spawning and AI as soon as possible =).
edzup
Entry: 34
12/20/2002
04:24 PM
*** NEW DEMO UPLOADED ***
edzup
Entry: 33
12/09/2002
01:23 PM
ADDED: I have now made it so the player can get off the vehicle (very handy ;) ).

ADDED: Acceleration, and friction to the bike =).

ADDED: Steering (also very handy ;) )

ADDED: Player looking around when on vehicle (although this is limited to where you are on the vehicle and type of vehicle).

All I need to do now is align it to the levels and fix a few problems I have with said ramps :
edzup
Entry: 32
12/07/2002
11:13 AM
************* NOT IN DEMO *********************

Today I designed a oval race track (with humps etc) to test me Quad on. I also added the ability for the player to get onto the Quad (no get off yet =) ), also the player can ride around on the Quad using the standard move keys (default WSAD). When I get the Quad to go up ramps I will post some screenies =).

FIXED: Bug with item class and Map entities now this is fixed =).
edzup
Entry: 31
12/05/2002
02:24 PM
**** NOT IN DEMO ATM ****

Started on the Hunted vehicle editor, this will allow one or more players to ride about in vehicles on the game map =) (like BF1942 jeeps etc). When this is in I will add a Quad to the Hydroponics decks so the player can race about =).
edzup
Entry: 30
12/04/2002
02:01 PM
***** NOT IN DEMO AT THE MOMENT *****

I have added vertex lighting to Hunted (this will be used only in special circumstances).

Added different types of decals so the player when shooting things like glass/force fields now dont have bullet hole decals.

Fixed: problem with storage bay entrances.

ADDED: Elevator control now works I can visit Deck H.

ADDED: Proper ending sequence to demo this explains the game and what it will be about =).

ADDED: Footstep sounds

MODELLED: Deck H hub.

Finally worked out you can manipulate bones between the UpdateWorld and RenderWorld to get them to work =).

MODELLED: Flame Thrower >:).
edzup
Entry: 29
11/24/2002
07:28 AM
I now have the vertex lighting system completed (this will be used in conjunction with Lightmapping) it allows me to add special lights in the game for stuff like wall lamps etc.

I am also looking into other lighting system with the vertex lighting I have already added a Texture light emmiting system which seems to work quite well =).
edzup
Entry: 28
11/23/2002
10:37 AM
Currently looking at Vertex lighting to make a dynamic lighting system for Hunted this will light up everything in the game world without any problems =).

Early tests seems to work ok now all I have to do is make a few more adjustments then im ready to go =).
edzup
Entry: 27
11/15/2002
01:32 PM
I have now added and checked the item dropping system, now you should be able to drop items in one area walk off to another level and return to find the item still there =).

I dropped the pistol in the hub and walked into Storage Bay 4, returned to find its still there =).

I have also fixed some small errors one being the voices in certain conditions the voices would play numerous times this has been fixed. I have also added the button press sound when using the keyboard 0-9 keys to enter the code.
edzup
Entry: 26
11/12/2002
01:54 PM
I have now added the system to remove items from entities if you have already taken them and re-entered the area.

I also have added another system where if you drop something (via dropping or it not fitting in your inventory when trying to take it from an entity) it will remain in the level where it was dropped so you can return later and reclaim it :). This is untested as yet. There is a start point system added but this as yet isnt in operation as I have yet to add the NPC AI to make it do something and the Havoc droid animations.

As you can see from the picces I have added the machine gun model to the game =). I have also done the basic texture for the Government Trooper these will all be equipped with the machine gun model and if seriously injured will teleport out =).
edzup
Entry: 25
11/09/2002
03:57 AM
Over the past few days I have added the Machine gun model, my brother has done a government trooper model (with fingers and everything =) ), I have also added more behind the scenes of the game engine =).

Now the whole game is contained in types for better memory usage (I only use what I need) this will hopefully make the game run better on 64Mb machines (all mine are 256Mb)
edzup
Entry: 24
11/05/2002
01:17 PM
Yesterday I added basic decals (max 500) today I fixed a small problem with them =). Also I added the blood decals for when you are injured (you drop spots of blood on the floor, I will code the AI when its in to follow fresh blood if it has visual sensors >:) ).

I also added leaning, yup now you can peer round corners over the edges of balconies etc =). Got a small problem to sort out with it but that shouldnt be anything major =).

Also added a Decals on/Off to main menu and the keydefines for Leaning Left, Right, Forwards, and backwards.

The keys for changing through your weapons is also added now =).
edzup
Entry: 23
11/04/2002
03:20 PM
Over the last few days I have managed to add:

1) Redone hacking image to have wires on it :) (thanks MadJack :) )
2) MouseWheel movement for gun selection and log reading (thanks Antony :) )
3) Fixed a nasty bug with the video mode switching (thanks ALG, starfox, eikon :) )
4) Added basic decals to the game engine =)
5) finished Havoc droids head and chest, now all thats needed is to fit it back together :)
6) Added MadJack, Antony, Eikon, Starfox, and ALG to Hunted's credits =)

when I have reassembled the havoc droid I will animate it and add it to the game engine =).

I will keep ya posted on future developments =)
edzup
Entry: 22
10/26/2002
04:31 AM
22-10-02
FIXED: Texturing problem with cargo bays :)

FIXED: History check, it wasnt setting the Qty to 1 for the first entity hacked.

ADDED: History check to keypads, now you no longer need to rehack the keypad inside the cargo bay or the one in the main hub when you leave. The history check now sets them to hacked :). When I reinstate the AI hacking system, if the AI hacks the keypads back all I have to do is remove the entry from the history to re-enable the keypad :).

24-10-02
ADDED: Voices for certain tasks within the station.

ADDED: Energy and Psi bars.

FIXED: Massive bug with place player function that caused irregular placement if certain situations arose.

ADDED: Other storage bay controls to hub, you can now enter all the bays and move freely around the storage level.

FIXED: Major problem with fall gravity and prefabs.

FIXED: Triggers required system this now checks the things the player has triggered and compares it, if you have done the required tasks then the thing will be triggered :).

ADDED: Energy and Psi recharge on use, Hackers and Marines energy recharges faster and for Psykers its thier psi power.
edzup
Entry: 21
10/21/2002
02:06 PM
I finally got round to adding the other storage bays these are now complete, all thats needed is the loader control from the hub and it will be fine :). The level is coming together rather nicely now thanks to maplet and decorator :). The lighting is also falling into place quite well too :).

Todo: put in the terminals so you can open the elevator and the other entities in the storage bays.

Check the history check routine to make sure it checks to see if certain conditions are met to continue.
edzup
Entry: 20
10/12/2002
07:18 AM
Finally finished the basic bone editor for the Hunted game characters, now all thats needed is frame transition and it will be complete =), Each frame occupies a meagre 268 bytes =).

The transition system will be added over the next week when done it will make the engine almost complete all that will be required is the creation of the storage level and testing then I will be ready to release another demo =)
edzup
Entry: 19
10/10/2002
02:17 PM
Today I finally managed to get my player character to move between the Deck 10 hub and Storage bay 1, this may now sound much but to do this requires almost a complete reset of the entire game (and it does it in just under 523ms :) ). The storage bay isnt 100% complete yet it was used as a basic test but it works =).

I have also added the adjustable time limit to the alarm system this now goes from 19-199 seconds depending on difficulty selected ( thanks to ermac for suggesting this).

I have fixed some bugs too one was when changing between levels it removed all the logs. Another was the gravwell system was setup in the wrong place on entering a level this too has been fixed and the InsideCheck function changed to a new faster system (which is 350% faster =) ).

Thats all for today I think =)
edzup
Entry: 18
10/09/2002
04:04 PM
Added sliding down walls to game engine (this isnt like falling as you can imagine the player character trying to hang on for dear life >:) ), I will add a fall system to this later on if they slide to far =).

Next on my list is an adjustable security level this should be easy to do and make the game more dynamic.
edzup
Entry: 17
10/05/2002
12:32 AM
Havent done much this week, been playing Battlefield 1942 over lan :) (amazing game that like UT with WW2 stuff and masses of vehicles and planes etc).

Well I have managed to add a simple rail gun effect to the cutting beam, this will be worked on some more :). I have also managed to add the 9972 poly Maplet/Decorator designed hub to the game engine (although the game engine will need work to accomodate the airlock loads a new level ideal) but this will be added VERY soon. Also I will need to add a completed tasks type so when you do something in one level it can effect another one :)

Today I have managed to add:
1) the lightmapped level, with basic doors and some glass for the lift upper section

2) Remote Entity triggering, this system is different from the other entity trigger system in that you dont have to be on the same level to trigger the entity.

3) Player action log (this is part of 2 but its a BIG part) this remembers what you have done in the game and everytime you trigger a special entity it checks to make sure certain requirements are met if not you cant trigger the entity =).
edzup
Entry: 16
10/01/2002
02:12 PM
I have finshed the lightning effect (available in www.blitzbasic.co.nz 's code archives :) ), today I added this to the cutting beam and all I can say is 'WOW' :). I will put up some more shots soon for you all to enjoy ;).
edzup
Entry: 15
09/20/2002
01:21 PM
I have completely recoded the logs system now it uses an image for the main log this will allow the engine at a later date to be used for more than System Shock style games, imagine being able to display a nice scrolling map etc.

I have also added a Dr Zoran mugshot and complete rehashed all the old logs to incorporate the new graphics ideal :)
edzup
Entry: 14
09/19/2002
02:07 PM
FIXED: a problem with the grav wells now all the particles are within the gravwell :)

ADDED: Cutting beam, although this might change to lightning gun I dont know yet :).

FINISHED: Basic story for the game engine this is the first draft as a framework of where I want the game to go :)
edzup
Entry: 13
09/09/2002
01:45 PM
I have added numerous new features to the game, some you already know others I have added but they dont seem like major bits. I have finally got round to adding the Marine and psyker skin for the male model (now all I need is the female one :) ).

Over the next few days I will be looking at Maplet and Terabits decorator (lets hope it can solve the absolute texture location problem with Maplet) if it can then expect the next batch of screen shots to be lightmapped :).
edzup
Entry: 12
08/03/2002
06:10 AM
I am currently working on the multiplayer side of the engine (the main menu bits ;) ), ATM I have added:

Host IP, Host Port, Local Port, Player Name, if you want to spectate :). and a character selection window (this cant be clicked yet).

I have also started to add the BlitzPlay Pro 1.1 system in there to replace the original networking system.

I have also moved all the level loading systems from arrays to types this will allow the editor greater flexibility over the game :).

As soon as the menu is complete (I wont be allowing multiplayer in the demos) and I have tied up a few loose ends I will release another tech demo.
edzup
Entry: 11
07/30/2002
01:41 AM
I have now started on the player model, I have a basic textured model to use as a test model. I will be adding it to the game over the coming days what I want to do is have Blitz do the movement (via b3d's) so it should make more anims depending on the current action.

I have added Touch and Look triggers to the game :), also adjusted the basic triggers to incorporate some new actions etc.
edzup
Entry: 10
07/25/2002
11:03 PM
Got the Entity Inventory to Player Inventory system to work, also I have added:

1) 3d sound :)
2) Damage bars
3) more sounds :)

The game is starting to take shape, I will soon be able to release another tech demo to see how it performs on everyones machines :)
edzup
Entry: 9
07/23/2002
02:21 PM
Almost completed the entity inventory system, once this is completed I can move onto other areas of the game like Multiplayer etc.
edzup
Entry: 8
07/17/2002
02:30 AM
I have been completely redesigning the Storage bay and now it tooks better than ever :). Cartography Shop is well worth the money for creating models, prefabs and level meshes quickly and easily without fuss :). I had to redo all the entities but that is almost done now.

I also have added NEXUS the computer system that will be prevalent in the game too, I will upload some piccies at the weekend :).
edzup
Entry: 7
07/06/2002
06:02 AM
I am currently implementing the inventory system this will feature the following:
1) Big items - I can have items that are a maximum 14 x 5 squares (not that there will be any that big ;))

2) All items have a weight ratio this will mean the player cannot carry loads of guns etc, the carry amount can be adjusted by Augmenting the players strength.

3) Dropping items (this is done by picking up the item with the left mouse button then pressing both mouse buttons )

ATM I have the player inventory in I just have to sort out the dropping and entity inventory systems then it will be complete and I can add items to the game engine for players to find and use.
edzup
Entry: 6
06/20/2002
01:27 PM
I have now added a email log system to Hunted (and an ability to read the logs you receive) this will form the basis of plot pointers in the game :).

I have also added the entity rotation system so I can rotate an entity through 25 different keyframes of animation.

The main menu is in (although no save/load option as yet).

All in all its going brilliantly :)
edzup
Entry: 5
06/15/2002
04:55 PM
Just completed the teleport texture, and added the first of the security terminals.

Tommorow I will be coding and adding the other storage bays.
edzup
Entry: 4
06/10/2002
01:58 PM
10-06-02: Located a problem that would have stopped the game looking good on Voodoo based cards this has now been corrected, it now looks EXACTLY the same as it does on my GeForce 2 MX's.

Created a CreateQuad function that will use sprites (which are one sided quads anyways) to create other stuff and effects.
edzup
Entry: 3
05/21/2002
04:16 PM
Over the past couple of days I have been coding away even more, I have now completed most of the editor (there is always some more to add ;) ). In game I have added even more features these are as follows:
1) Lighting: I have added a light node to the engine (complete with icon in editor) this will allow me greater control over the levels lighting systems.
2) Entity Timing: This will allow for stuff like Doors etc.
3) Player Starts: Like Unreals player starts this is where the player initially begins on the level.
4) Extra textures, I have done the Storage sign, lift controls.
5) Added 9 extra node types :D
6) Controlling the camera in the editor is now more easier
7) Entity placement can be done from the entity details
8) Scrollable entity details this will allow me to add extra details as the need arises.

Tommorow I start on Pathnoding for bots that will patrol all the levels :D.
edzup
Entry: 2
05/18/2002
11:39 AM
The Editor is nearing completion now (Just got to add the texture and sound systems) then I will continue the game engine portion of Hunted. If all goes well I will release a tech demo once I have completed the Storage level and tested it 100% :D.
edzup
Entry: 1
05/11/2002
06:09 AM
The Editor is now nearing completion I am currently working on the KeyFrame system to allow me to create lifts doors etc. Then I will add the activation system for switches etc then it should be complete :D.

The Saving system was implemented 2 days ago and now (after tweaking yesterday) works 100%.
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