Apr 232012
 

Phew, I don’t post very often. I thought I’d update with a few items to just reassure development and other various topics are still going alone. Most of them however. To start off with the biggest thing that everyone who actually reads this blog is interested about is Infectum. Yes development is still going along, but we’re at the point where it’s not really possible to give anything to the public. I mean, I could mention how the communication audio system is enhanced to be similar to the way Splinter Cell handles detection and shadows. With saying that I’m being safe, but I can’t really say much else otherwise I’m revealing the design document.

Anyway, to be more precise on the development cycle we’re currently in pre-development. This phase is mostly quiet because everything is changing. It’s like writing a draft to a paper. It’s not final in any way, and you keep changing it. Pre-development is somewhat like that, but the bulk of the design document has been written by me. What’s been causing a delay you ask? Well the schedules are the main problem that has been breaking up the progress. It’s frustrating within itself to have a document that needs external review, but can’t be publicly displayed. I won’t bore you with details, but that’s the gist of it.

On another note the Unreal Engine has proven to be extremely powerful. After finishing a couple books on UnrealScript, Level Design, and UDK basics I feel so much more comfortable than before. I have also noticed that the editor itself is also much more short-cut oriented than I had previously thought. Cryengine also released an update recently to their engine which I downloaded just to see where it stacked up against UDK. It’s still ages behind where I would like it to be, but their update schedule seems to have halved, which is a bonus. However compared with the current state that it’s in and the unreliable amount documentation (imo) I still feel that it’s the lesser of two engines at the moment.

Cryengine has always prides itself on how it’s beautiful, and well, that’s true. Almost anything you make can be pretty. It takes effort to actually make something look ugly. I benefited from this type of development because it doesn’t require as much work compared to UDK. Now at the time I was completely unknown to how to use UDK so anything was better to me. My opinion has changed on this topic. The little work though is only the surface of Cryengine. I haven’t even begun to start with the scripting side, which I feel was a dark area that wasn’t well covered when I attempted. I learned the Lua language to prepare myself for development, but I learned that scripting/programming is mostly done through dll binding. Mostly requiring C++ instead of Lua. A disappointment to me since I learned it anyway. Regardless it’s still a bonus to have learned it as I can now better interpret the source code of the original Infected Wars game since it was written in Lua. This is why I still felt it easy to transfer at such an early stage in development. The design document did rely on some cryengine features but won’t take much effort to change them around to fit Unreal Engine.

The updates Crytek has pushed out for Cryengine Free SDK should have been available when they made it available. Unfortunately I believe why the engine takes a long time to get updates is because they have so many different versions of it. The DX11 that was featured in the newest update was available in Crysis 2 way before the Free SDK was available. I believe the Mod SDK even had it before the Free SDK. The documentation between the two are also different. I noticed as I was following a tutorial done in the Mod SDK that some of the flowgraph elements were either not there or were in different places. Making it more difficult for me to learn from them. I eventually decided to watch Free SDK tutorials exclusively since the Mod SDK ones normally had assets or other elements that weren’t available to me. This created more frustration as there are so little tutorials for the Free SDK.

Other than the lack of good tutorials and decent documentation there are still huge bugs that affect development. The terrain issue I pointed out in a previous blog post still exists as do many other problems. The main bonus of this new update is the DX11 water, which if edited can make it look extremely ugly. I tried applying the same techniques I learned from editing the DX9 water to DX11 water and it ended up looking far worse. I couldn’t exactly get the water to shimmer without making the entire ocean color change. The surface still also has a cellophane look to it. Cryengine has one-upped UDK with it’s real water but it still fails in the department of actual usability. They’ve also included Screen Space Reflections. I won’t even get into that since it’s not worth the time. On to the more annoying issue that has exited with the Free SDK ever since the start. No it’s not the terrain, although that is annoying. It’s the forces login. It still exists. I have no idea why they would keep this other than to collect demographic and usage details. If people wanted to sync with the site to keep projects they should have a button that allows people to do that, and when they press it, it opens the dialog. Forcing a login still disallows offline access to engine and launcher. It also still forces people to create accounts on Crydev just to try the game you made! To add more to it they still have not created any sort of final licensing details for the engine. I feel Cryengine wants to be like the Unreal Engine, but it keeps falling down when it tries. As Crytek updates their engine I’ll be posting on it and comparing  it to UDK, so if anyone who is trying to make a decision between the two can make an educated one.

On to more more UDK stuff! As I mentioned previously in this post (if you read) I have read a couple books on the Unreal Engine and UnrealScript. Well I recently updated my UDK and lost all my UnrealScript work, but it wasn’t much in regards to actual gameplay. I personally felt it was clunky from the way it explained in the book. Although what I learned was how Unreal Script works and how to find out how to use the source code to write my own scripts. It’s much better than following a tutorial. Other than learning UScript I’ve moved into level design following a tutorial made by the same person who wrote the level design book I read. The level design book itself is extremely good on level design, but the tutorial was outdated. The version used was a 08-09 UDK which had more assets(?) than my version had so I had to opt out different meshes to fit the area. The same with textures and I feel this made my level overall more ugly since I clashed two color schemes in the wrong ways. The only reason why I know this is because of the book I read. I didn’t put much thought when I created the level and had to reverse what he was doing so my colors matched in the opposite way, unfortunately this created an opposite feeling. It wasn’t a warm welcoming scene like he created it was more of a cold stay-out feeling. View the video below to see my meaning. Also missing the meshes used to create the distance view of trees, ground, and rocks were also gone so I just left it as an empty void. I should put some more work into the level and remake the video just to expand on what I was taught and try to make it look better. I probably will.

It’s been a while since I’ve talked about the MachinimaCentral Podcast, and a user has requested that I talk about the newest podcast released where Phyrophobia fixed his mishaps on the previous podcast. This podcast doesn’t exactly have a nice soundcloud embed link for an unknown reason so I have to link it manually. You can listen to the MachinimaCentral Podcast I’m talking about here. Unlike the last time however I’m going to put the correct time where they start talking. They start off with a small story and then quickly get on to fixing what they said last time at 2:12. Have fun listening!

To end this long post I will leave you with this short summary. Infectum development is still ongoing, hopefully next time I can post I can bring some good news and maybe some teasers on to some of the mechanics. I’ll bring more UDK practice videos within the coming weeks to show progress with the engine, and concepts being tested from Infectum. Thanks for reading and have a good week!

Apr 082012
 

I would have some more examples from my previous book, but I didn’t take pictures before I deleted the source code I created. I do however have some images of my Unreal Script Practice so far. The first image is the first gun I modified. It isn’t much besides it fires a rocket every 1/10th of a second. I never played with UnrealScript before, but it is a very powerful system. I feel much more comfortable with UDK than I did a month ago. Compared to Cryengine I feel that I have a much stronger base, and in less time than I spent with Cryengine.

Below is the interface of Visual Studio that I use to program Unreal Script with nFringe plugin. This type of workflow is very nice, I also enjoy not having a forced login when I debug in the launcher or editor. I just press the icon and it loads. In the case of debugging I press F5. The entire process of compiling everything and running the debug window for UDK is all done automatically.

The source code above is from the book I’m currently stepping through, I’m around 30% done the book so far and I’ve been able to create what is seen below. It doesn’t look like much because it’s a still image and it isn’t really much in terms of a game, but it’s more than nothing! I do feel this book has a better grasp on Unreal Script than my first book because to change the camera the first book had me go to a bunch of different classes and change a bunch of variables and extend new classes. In the end the word I did didn’t work, even when I copied the code verbatim from the source code given with the book. Regardless I’m on a new book and I’m learning more in depth what I can do with Unreal Script and how it all works together.

Anyway this is all the preparation to starting on the development of Infectum later this month. Almost all the pieces are in place and we can get to work on the game. I’m excited and that motivation is driving me to read all these books! I’ll keep everyone updated as we start the next phase of development so like our facebook page and follow our twitter!

Thanks for reading!

-Sieabah

Mar 312012
 

Well, alright I guess my hard work pays off. I somehow finished the new site design already. Well, the shell anyway. I’ve updated it so it is now the infectum home page, this page will still be tweaked from now and then, but the overall layout will stay consistent with this new style.

http://cryecss.net/infectum

I even created a little concept art from my development journal.

UDK Practice

 Practice, Unreal Engine  Comments Off
Mar 312012
 

Well I’m halfway through my first UDK book and so far I have completed four levels if you can call them that. They’re practice items, so don’t think these will be the final product that Infectum will be.

I’ll continue to finish the book and hopefully will be able to show off something really cool by the end. Maybe also a proof of concept for Infectum!

Mar 312012
 

We’re pleased to announce that the Game Design Document is a large bulky 60 page document consisting of everything there is about Infectum. It’s a huge milestone in the process. Soon after my partner returns the papers we can get started on revising the GDD and finalizing all the minor details. We can then start the fundraising for development. At this rate I’ve planned the schedule to start development of Infectum in late April to early May.  The bulk of the project will be started in the summer and into the beginning of the following school year.

The next small step is to revise the entire document and finalize it. That’s the next goal and milestone. After that we can amass the funding required and get the entire project moving.

However with this new milestone the site has to change from it’s current state to be able to display more information than just stories, so I’ve started developing the new site and here’s what I have so far.

It’s not much of a demo as it’s just lorem ipsum text. It’s still being developed, but I believe the two column approach will be better than the single column that the site is currently. I’ve also widened the width of the site to allow more information to fit in the screen. This update should be done and finished by the end of the week. With this new update it’ll have new information relating to the game and news about it. So stick around and I’ll keep you updated on the progress!

Oh cruel world.

 Personal  Comments Off
Mar 242012
 

Well this is an unfortunate situation for me. So there has been an issue with my desktop computer that has been arising for a while, and only recently did it finally decide to keel over. The problem I had is that every time I would turn on the PC it would have an unexpected time before it shut off. Although there was a pattern, the more times I tried to use the computer the faster it would shut off. So at first I had no idea what was going on. I checked the BIOS, logs, and system resources for the time it was on, but I found nothing out of the ordinary. I managed to overlook the temperature that my CPU was running at. Sadly this could have ended a lot worse if I kept turning on the PC and trying to diagnose the problem. The CPU was running extremely high at 85 degrees Celsius. Upon further inspection and a call to the manufacturer it turned out to be my liquid cooling system. So knowing what was causing the shutdowns relieved me stress that I had. Mainly because I had a lot of stuff on this system, and I don’t have a backup just laying around. So I ended up removing the cooling system and ordered a new one off Amazon. It should be here tomorrow so I should be able to get my PC up and running by tomorrow afternoon if it arrived mid-day.

Throughout the entire process though this song was stuck in my head as I thought of my computer.

In short I expect to be back to work by this Saturday/Sunday.

Update: Good news! My PC has returned from the dead and is fully up and running again. This new CPU cooler is working wonders. Hopefully this one will last longer than the other one.

Mar 182012
 

A large jump in development happened  today. I’ve been working for the past 3 hours and yet again another couple pages have been added to the entire document. I’m proud to have developed the rough sketch of the look of Neomor, story, and finally finished off the Mechanics section of the document. It’s quite a hefty section spanning around 15 pages. This will increase as the development continues so there is a central copy that holds all the information.

It has proven to be worth it to type up this document as it has kept my ideas solid and will prove to be efficient when developing as all the ideas are written down and complete. I hoping to get the document done within the next month so creating the game can start taking place. After completion of the document there will be a one week review period where I will collaborate  with my team and make corrections and additions to the final copy. After these revisions are added the document is finalized and copyrighted. Development on the game can finally start!

Now in other news there was a shoutout by Phyrophobia on the Machinima Central Podcast. It is mentioned around 9:35, you can either listen to the banter between the cast members or skip to it.

Phyro however got some of the details wrong when mentioning the project. Phyro mentioned the name of the game Infectum, which is completely correct, but as for the pronunciation of my online alias he completely butchered. Nonetheless it is not very important. On to the next item he brings up, as for the rights I’ve acquired for the initial concept is a Garry’s Mod gamemode called Infected Wars. However ever since gaining the rights to use the basic concepts from that gamemode, Infectum has taken a turn for the better. It has included much more content than can be found in the gamemode and has more flexibility than what is normally expected from a Garry’s Mod gamemode. It will not feel like a direct copy and will have unique features that weren’t in Infected Wars. As for Phyro’s next comment on how the teams are setup, there will be more than 4 players per team. At max there could be 32 players per team. More details will be revealed on the gameplay aspect in the coming months, but as of right now you can view concepts from Infected Wars and get a feel for how Infectum will turn out. As for classed based warfare he also mentions, this game mechanic is still under development as it is conflicting with player progression. I cannot reveal much about it, but it is not a final decision to have class-based players. If you’re interested in more information about Infectum you can visit the game website here. You can follow the project development on my facebook and twitter as well.

On a personal note to the Machinima Central team, I do not despise or hate anyone on the team. There has been issues with management that I disagreed with during the time I was involved, but none of the issues involved anyone from the podcast team.

Shout out Machinima Central for mentioning the project. It’s greatly appreciated for the support, even if it is just a minute!

Mar 172012
 

Alright I have to be honest. I haven’t been working much lately in the past week and a half. I tried to do a 2-3 hr a day work schedule, but with the release of Mass Effect 3 that plan didn’t last very long. I do however find the endings of the game to be good, but only after realizing what they truly meant. If you want to see the endings I’ve rendered a video with the major endings and links relating to the videos. You can also find all my other Mass Effect videos on my channel here. Enjoy!

Other than that I haven’t been doing much work in regards to Infectum. The plan is still there, but reviewing the entire process of game development has left me in a state where I need to think about how it’s going to be done. Cryengine is a great engine as it is, but I do not think it provides the best options for the creation and workflow for Infectum. Crytek is great with their own engine, and can create fabulous games, but they aren’t really providing much for the indie community. Their licensing is starting to become shady as it has been 8 months since I first contacted them and they have yet to complete the finalization of their licencing model. It’s a difficult decision to make as I’ve learned the LUA scripting language and have been working with Cryengine for the past three months. I do feel that the Unreal Engine has more potential in the indie area. It has already proven itself as the leading engine for many companies such as Ubisoft, Bioware, Hi-Rez, Square Enix, and many others. It has proven to be a great engine whereas Cryengine is a great graphics engine. Not many companies have decided to use it until recently. Even then they are using the full engine and not the Free SDK.

Now the Free SDK is a great product within itself, but it suffers from some major flaws that need to be fixed. These flaws extend from the engine itself to the development process of it. Many of the people who follow the development on Crydev, or just use cryengine in general will have noticed the forced login that the engine requires. This is all to assemble the project management which is available for the engine. I also believe it’s a way to limit the actual distribution of the engine and games made with it. It could also be used a way to track how much the engine is actually being used. These are just guesses, but I’m pretty sure they have some truth behind them. The forced login is a burden to actual distribution because for another player to actually play the game they must be signed up on Crydev.net and then added to the game project. I can understand this for in-development stages, but distribution outside of that is impossible with that model. Crytek has directly claimed that the login will be removed when the engine is licensed, but at the rate they are pushing updates it doesn’t seem like they’ll be removing it within the next couple months. Also considering their legal department is taking their time with finalizing that part.

So besides the forced login there is the issue with the update schedule, or what’s in the next update. Crytek likes to keep this secret from the public. The entire process is like this, Crytek will start working on the update for a while. They will release an estimate of the date and when that date comes there is absolutely no response from anyone saying what happened, or why it was pushed back. Repeat this process for four months and then have the update finally released, with bugs galore and old bugs still there. I can understand the wait for the update as it had some good in it, but they could have hinted at what was in the next update. Even DICE released patch notes for their unreleased patch on BattleField 3. This keeps the players knowing there is development and they’re listening. During my time at Crydev I noticed the Crytek administration and management don’t really listen to anything, or they do but they’re secretive about it. For all I know they’re dealing with all their new licensees that were just recently signed on to using Cryengine 3.

Now besides the update schedule and management issues there are the base bugs that make the development of games difficult. Such as the smooth stepping that has been an issue that has not been resolved. To show what I mean observe the image below. The shadow that are on the land are due to the smoothing tool. They are sharp edges that cannot be smoothed due to a bug with the terrain system.

It is terrible to think that this issue didn’t exist in the previous engine, but now exists. It is also something to mention that the water in Cryengine normally is very dull looking. With an hours’ work I manged to get some decent looking water, but still feel unsatisfied with the presentation. It still has the texture of cellophane that I masked with the camera angle, but up close the water is still very poor quality. I also had to import a new water texture as the default engine textures are not allowed to be used for commercial games. This proved to be difficult, but it ended up yielding better results as I had more control over what everything looked like.

To show what I mean observe the image below, this is directly in editor of the water. The water has a sort of super polarity, or jellylike type of look. This is a direct copy from the default water in the engine. The above image is custom assets.

It is ridiculous the amount of effort it takes to get the water to look acceptable. In Cryengine 2 you can see the water is extremely beautiful. If you want an example you can look one up on youtube or google. The change from Cryengine 2 to 3 says that the quality of many things have gone backwards. Optimization has caused the loss of quality in some areas where Cryengine is best known for. After reading some content on Crydev, one user asked why creating a map the size of 8km x 8km ran slowly on his PC caused a response from a crytek engineer to say that no game should need a map of that size. The issue with that statement is Crytek attempting to control what the developers think they need. Instead of supporting the need or want developers have for large maps they waive it off as something they shouldn’t need, and then go on to say that the game design should build around that limitation. As a game designer this is very true, but the Free SDK is still very broken in many ways. Having that type of attitude isn’t going to improve those issues.

Overall the Free SDK has very little potential at the rate it’s being developed right now the way I see it. Cryengine 3 is also divided between different versions. What I mean by this is there is the full Cryengine 3, Cryengine 3 Educational Version, Cryengine 3 Mod SDK (Shipped with Crysis 2), and the Cryengine 3 Free SDK. Now the split development of 4 versions of the same engine can explain why it takes forever for them to push updates as they have priority. The full engine is obviously at the top of the list that gets the main focus and as updates are made for that engine they slowly trickle down into the other versions. I would believe the Educational and Mod SDK are before the Free SDK as the current state of the Mod SDK is way ahead of the Free SDK. I can’t say much for the educational version as I do not have any information on it.

The recent Free SDK update had one of the biggest things that I’ve been waiting for and that was Scaleform. To my surprise the original release of the Free SDK had no HUD plugins included. So you either had to wait for the update, which was still secretive so we didn’t know Scaleform was included or was ever going to be included, or implement your own. Both were gambling the usefulness of the engine. I stuck around until it was added and even then I was very disappointed. Anyone who has worked with Scaleform will know that the version the Free SDK uses and the version Crytek uses internally are both outdated. Knowing they’re using outdated technology such as Scaleform 3 and DirectX 9 is still beyond me. What I’ve noticed is Crytek is slow to adopt new technology. They were great at using current technology to create fantastic graphics, but bad at updating. Their version number jumped from 3.3.7 to 3.3.9, which confuses me as to why they didn’t release 3.3.8 to whet our appetite for new updates.

If you’ve been following the staggering development of Infectum you should know the Design Document is the main focus of my energy at the moment. After writing down so much for the design document I started to doubt the possibility of using Cryengine for the final game. With all these errors and very long secretive waiting periods for updates it is impossible for a developer to stick with the engine. In the end it was a gamble to see if learning the engine would pay off. Of the things I learned with Cryengine I’m glad that it can be transferred to other engines, at least ones that are similar. Reviewing the topics that I addressed above I started looking at other options for the engine. There are plenty to choose from, but the engines I had to choose between before was Torque 3D, Unity, and Unreal Engine. These all proved to be great as I tested them, but Torque 3D didn’t prove to be as powerful as I would’ve liked, and Unity has a hefty up-front price tag. Unreal Engine hits the sweet spot with an affordable price and solid licensing. You can probably tell where this is going. In the end after much thought I decided to drop Cryengine from the development of Infectum. It is a relief to now use an engine that has a solid update schedule and a ton of support available.

In short Cryengine offers great graphics, but the uncertainty of using the engine at this point is to much of a risk for my liking. I have no idea where Crytek is going to take the Free SDK, and maybe this change could be the wrong one, but at the moment it is more worth my time, energy, and money to learn Unreal Engine. Thinking into the future also helped my decision. I don’t ever plan to work for Crytek, mainly because they have no studios in the USA. This does not include Real Time Immersive, which is not really a game studio. Unreal Engine is so widely used and accepted that I could probably get a job anywhere with knowledge of the engine. Excluding Cryengine related jobs.

In the future I plan to move off to North Carolina after college where I’ll try to get a job at Epic Games, or some related game companies in the area. If I’m lucky and Infectum hits off as a good game and makes a profit I’d open up my own game studio. It is a gamble, but one that I’m wanting to take. Switching engines early in development is also not very detrimental as I haven’t put much time into creating engine-specific assets. I will however have to learn how Unreal Engine manages the import process of new assets, but it is probably done to death in tutorials by now.

If you actually read this far into this post I applaud your attention span and your ability to try to follow what I say. I’m writing this at 3-4 am so it is probably filled with errors that I didn’t catch as I type it up. Please excuse those errors. Thanks for reading and I hope you had a good time reading.

Mar 052012
 

After a couple hours of work this is the outcome.

 

Update: Due to to cryengine not providing what I require development has switched engines. You can read the full story here.