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Outbreak Dev Thread


Anon989

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Posted

 

 there doesn't seem to be a logo for Lovers Lab.  How troubling. 

 

Perhaps http://cdn.loverslab.com/public/style_images/carbon_blue/logo.png?

 

 

That's kinda what I thought it might be, but I just figured it was just a title or something rather than their actual logo (It just seemed too simple to be a logo imo lol). So I made my own :P

 

AND as a bonus, Nonsense got the chance to enlighten us with his great in depth analysis :D

Posted

Update March 25th:

Started retooling the camera to make it toggle between first and third person views. About a third of the way done with that now. First person view will also include the ability to look down and see your body and such. So that's a nice little bonus for you guys :)

 

possible first person sex hint hint lol

Posted

Update March 25th:

Started retooling the camera to make it toggle between first and third person views. About a third of the way done with that now. First person view will also include the ability to look down and see your body and such. So that's a nice little bonus for you guys :)

 

possible first person sex hint hint lol

 

I believe every game should allow you look down and see your legs. First person sex would be interesting.

Posted

 

Update March 25th:

Started retooling the camera to make it toggle between first and third person views. About a third of the way done with that now. First person view will also include the ability to look down and see your body and such. So that's a nice little bonus for you guys :)

 

possible first person sex hint hint lol

 

I believe every game should allow you look down and see your legs. First person sex would be interesting.

 

I remember the first game I played where you could look down and see your legs and such was halo. I was so amazed by it at the time since it was the first fps I played where you were not just a floating pair of arms with a sh!t load of guns lol. It was a really simple feature sure, but idk it felt like it added a nice touch of detail/immersion to the game.

 

Yeah it would need some testing to make sure it's a viable camera option during sex, but if it turns out that it just doesn't work/look right, then I could always just default the camera to third person during sex. Not too big a deal either way, I just felt like trying something different and seeing if it can turn out to be something cool later on :)

Posted

Update March 26th:

Did some more modeling and such, and got about 2/3rds of the way done with the camera stuff. Will likely have something to show of the camera in a few days.

 

edit

Did some minor work with the color grading, and I THINK I like this one, it's a lot more subtle than the other one. Hopefully, it will look nicer, I'll post some pics tomorrow afternoon. Since I'm taking off early from work to visit my gf at the hospital before she has surgery, she feels a lot more comfortable when I'm around when it comes to this sort of thing. And before you ask, no it's nothing life threatening so she'll get through it :)

 

Also first level/tutorial has been decided, hope you guys like being on board a research ship. This will be the smallest/only level I have been given the go ahead on, since gameplay mechanics will be limited quite a bit by the claustrophobic nature of the ship's design. I'm pushing for the tutorial to be a combo of the first and second tech demos we had planned as well. That way I can just keep tweaking the same map as I go along. Plus imo, tutorials would be a great way to show off and playtest specific features, game mechanics, ai, and such. Double Plus doing it this way, would save me the work of having to make both the tech demos and the tutorial later on, so that would be great lol.

 

Overall, it's nothing too big so I doubt my friend will care too much. He just really likes following plans to the dot, so that's likely the only reason he has to be annoyed. He's very orderly when it comes to stuff like this, whereas I just kinda do the whatever whenever method lol.


 

That said, the ship needs a name, anyone feeling particularly creative can feel free to pitch in. If not I'm sure I can come up with something.

btw the ship will be a Global Horizons Research vessel if that helps anyone when it comes to naming it.

Posted

Hmmmm...

 

Monstro, Cyclops, Chimera, Medusa, Undying, Icarus...

 

Any particular direction you want on the name? Hah.

 

Outcast, Loner, Enlightened, Enshrouded, Machination...

 

I'll see if I can think of any more throughout the day. ^^

Posted

Well, since it's a research ship, a exploration/science-related name would probably fit - so maybe something myth-related (Odysseus, Daedalus, Icarus), famous explorers (Marco Polo, Magellan, Columbus, Vespucci - or maybe somewhat less well known ones like Eric the Red, Zheng He, Humboldt, hell, Armstrong or Gagarin) or scientist (Curie, Einstein, Bohr, Heisenberg, Da Vinci)... another option might be a NASA-style name (Voyager, Pathfinder, Surveyor...)

Posted

Hmmmm...

 

Monstro, Cyclops, Chimera, Medusa, Undying, Icarus...

 

Any particular direction you want on the name? Hah.

 

Outcast, Loner, Enlightened, Enshrouded, Machination...

 

I'll see if I can think of any more throughout the day. ^^

 

 

Well, since it's a research ship, a exploration/science-related name would probably fit - so maybe something myth-related (Odysseus, Daedalus, Icarus), famous explorers (Marco Polo, Magellan, Columbus, Vespucci - or maybe somewhat less well known ones like Eric the Red, Zheng He, Humboldt, hell, Armstrong or Gagarin) or scientist (Curie, Einstein, Bohr, Heisenberg, Da Vinci)... another option might be a NASA-style name (Voyager, Pathfinder, Surveyor...)

 

Hmm, I actually really like the name Icarus. Goodjob you guys and thanks for the help :)

(I'm giving you both credit for the name btw)

 

Also here's those pics + a bonus video I promised earlier:

 

http://www.youtube.com/watch?v=f8JvSkP5-VQ&feature=youtu.be

 

Note* The shots below are using one of the stock udk maps, just to show what it would look like on a more filled out map.

[spoiler=Before]beforecg_zps308220a2.png

 

 

[spoiler=After]aftercg_zps073f7ddc.png

 

 

I think the darker look from the Color Grading will fit much better with the horror theme of the first Outbreak I have in the works. It may not look the greatest in this jungle environment, but I think it could look very nice in more urban settings with all the street lights and such. But anyway, I'll keep poking at it and see how it goes lol.

Posted

March 28th:

Not too much to report here atm, been busy hanging out with some of my friends who are back from spring break. That said, I got a little more done on the camera, and will be passing the rest off to my buddy to finish up tomorrow. So that will be done tomorrow or the next day probably.

 

edit

minor delay, my programmer was forcibly enlisted for moving duties, and will return to work tomorrow lol

Posted

Camera Updates

I figured I'd let you know exactly what was done/left to do, seeing as I have been saying stuff about this for the last few days now lol.

 

It can do all the stuff it could before, as well as swap to fps mode when ever ya want. The whole camera had to be redone to allow that, but I think it was worth it. Now as to what do we have left to do on it? He just has to finish up the first person body part of it later today, and it will be ready.

 

Potential Update Change

Finally, I want you guys to let me know if you guys need/prefer some kind of visual progress on things instead of the simple text updates that I have been doing. If so I can happily show the WIPs (Work in Progress). Though I would ask that you treat it as such if we do go that route. :)

 

So let me know what you would like, and I'll be on later tonight to check in and hopefully show off the new camera :P

Posted

Sure sure! Just a screen shot or two works fine. The thing is, I know at least for me, when I hear about visual changes, I can so very easily view it in my mind, as something different than what it actually is. So actually showing people what's going on generally can prompt more accurate feedback. 

 

And yeah, that is awesome news for getting the new camera to work. ^^ I'm excited!

Posted

Geat news about the camera, how will you handle first-person camera control during the 'fun' animations - will movement be limited to eyes, or eyes+head (and if so, how will that interact with scenes where the character's head is being held)?

Posted

Sure sure! Just a screen shot or two works fine. The thing is, I know at least for me, when I hear about visual changes, I can so very easily view it in my mind, as something different than what it actually is. So actually showing people what's going on generally can prompt more accurate feedback. 

 

And yeah, that is awesome news for getting the new camera to work. ^^ I'm excited!

Thanks for the input, I'll try it out with the next updates and see how it goes :)

 

Geat news about the camera, how will you handle first-person camera control during the 'fun' animations - will movement be limited to eyes, or eyes+head (and if so, how will that interact with scenes where the character's head is being held)?

 

Hmm, I'm not sure if I'm understanding you correctly, but during the "fun" you'll be able to look around and such to a limited degree. As for specific animations, I can't say too much until I get to that point and can test things out a bit more.

 

btw No camera today, my buddy ended up having to visit his family so I wasn't able to pick up the finished code for the camera. I may be able to get it from him Sunday, but I'm not sure he'll be free since it's Easter. Still, I'll try my best to get a hold of him sooner rather than later lol.

 

Posted

Sorry, guess I should've been somewhat more detailed...

The conventions for camera control (by mouse) in normal FPS/TPS are straightforward - movement left/right changes the facing of the entire character (full 360°), up/down is limited to 180° and originally only changed the view direction, nowadays the head is also moved (within limits) to indicate whether you're looking up or down.

 

It's much less conventionalized when it comes to situations where the character can't move freely - I've seen it done here and there, but usually in transport scenes with not much going on (and no option to see character, thus obscuring what solution they're using) - but there are a handful of possible approaches:

 

Eyes only - Head is unmoving, when you move (tilt) the camera you just change the direction in which the eyes are looking. Easiest to implement, as there are no interactions with outside control (and while eyeball tracking might be a nice touch, I'm reasonably certain that almost no one would notice it if the eyeballs didn't move).

 

Head only - the eyes look directly forward, camera movement moves the head. The issue with this what to do when the head is restrained (in a forced blowjob scene, for example) - either the player has no control at all, or the animation would have to deal with (some) movement of the head, which might be a hassle.

 

Head+eyes - Combination of the two, normally the head is moved, but for extreme angles (straight up or down, to the side) after the head moves somewhat the rest is done via the eyes (or, in the case of a restrained head, all movement could be done via the eyes) - this resembles the normal up/down camera movement (if you look 30° up or down, your characters head will indicate that as well, but when you look straight up or down, your head only tracks that partially).

 

Another issue is how involuntary movements of the head (or the body of the head to which said head is attached) should affect the camera direction - say a grapple animation causes the body to tilt 10° backward - should the camera's direction be affected by that movement, or only if that would lead to the view direction being outside the allowed cone?

 

Sorry if I'm rambling a bit, first person camera ero is something I've been thinking about for a while, so it's great to see it happening.

Posted

I'd say however you do the First person camera, the fact that you can see your own body is awesome as is.

 

As for games that do the whole 'first person see your self' thing well, Dark Messiah:Might and Magic is pretty cool how they implemented. Best way of explaining it, is the head moves left, right, up and down, and the body doesn't turn on a dime because the head looked in a direction.

 

I think another game that has good first person view would be the Red Orchestra series, where when not actively aiming your gun, your mouse movements move the gun around your screen. In game this makes hip firing highly inaccurate and real skill.

Posted

Sorry, guess I should've been somewhat more detailed...

The conventions for camera control (by mouse) in normal FPS/TPS are straightforward - movement left/right changes the facing of the entire character (full 360°), up/down is limited to 180° and originally only changed the view direction, nowadays the head is also moved (within limits) to indicate whether you're looking up or down.

 

It's much less conventionalized when it comes to situations where the character can't move freely - I've seen it done here and there, but usually in transport scenes with not much going on (and no option to see character, thus obscuring what solution they're using) - but there are a handful of possible approaches:

 

Eyes only - Head is unmoving, when you move (tilt) the camera you just change the direction in which the eyes are looking. Easiest to implement, as there are no interactions with outside control (and while eyeball tracking might be a nice touch, I'm reasonably certain that almost no one would notice it if the eyeballs didn't move).

 

Head only - the eyes look directly forward, camera movement moves the head. The issue with this what to do when the head is restrained (in a forced blowjob scene, for example) - either the player has no control at all, or the animation would have to deal with (some) movement of the head, which might be a hassle.

 

Head+eyes - Combination of the two, normally the head is moved, but for extreme angles (straight up or down, to the side) after the head moves somewhat the rest is done via the eyes (or, in the case of a restrained head, all movement could be done via the eyes) - this resembles the normal up/down camera movement (if you look 30° up or down, your characters head will indicate that as well, but when you look straight up or down, your head only tracks that partially).

 

Another issue is how involuntary movements of the head (or the body of the head to which said head is attached) should affect the camera direction - say a grapple animation causes the body to tilt 10° backward - should the camera's direction be affected by that movement, or only if that would lead to the view direction being outside the allowed cone?

 

Sorry if I'm rambling a bit, first person camera ero is something I've been thinking about for a while, so it's great to see it happening.

 

Hmm, if I had to say which option is more likely, I would go with the head only. That way you can still see what's going on. As for the forced bj part,  you would still be locked in the motion and such, but what direction you turn your head would likely not be reflected during said animation. That way you can still get the view you want, and the animation will still be in sync/look right. This is not set in stone however, so I may change things later when I reach that point.

 

And as for the grapple part, your camera goes where your head goes. So if you trip down a flight of stairs, then I hope you enjoy super tumble cam lol. Same thing for grapples and stuff, so there will be moments where your camera is thrown around a bit from enemies, but nothing too jarring/camera destroying if that's what you're worried about.

 

Also for those of you that celebrate it (I do), Happy Easter!

 

Posted

I'd say however you do the First person camera, the fact that you can see your own body is awesome as is.

 

As for games that do the whole 'first person see your self' thing well, Dark Messiah:Might and Magic is pretty cool how they implemented. Best way of explaining it, is the head moves left, right, up and down, and the body doesn't turn on a dime because the head looked in a direction.

 

I think another game that has good first person view would be the Red Orchestra series, where when not actively aiming your gun, your mouse movements move the gun around your screen. In game this makes hip firing highly inaccurate and real skill.

 

Almost missed your comment, sry about that lol.

I actually own Dark Messiah on steam, but have never gotten to play it with all those damn steam sales distracting me with more games lol. I'll have to try it out later today. And yeah I actually have a side project that uses a similar aiming to RO, but that project has been put on hold until I can get my hands on some UDK 4 :heart:

Posted

Update April 1rst:

My coder may be holding my camera code hostage for the next week... :dodgy: The downside of working in groups, lol. So I'll be shifting over to some modeling/level stuff again. Sorry about the sh!t news, he is just really busy this week apparently. Which actually kinda pisses me off lol. But I digress. You'll get to see it soon enough, and waiting for things always makes them better right? :P

Posted

Update April 1rst:

My coder may be holding my camera code hostage for the next week... :dodgy: The downside of working in groups, lol. So I'll be shifting over to some modeling/level stuff again. Sorry about the sh!t news, he is just really busy this week apparently. Which actually kinda pisses me off lol. But I digress. You'll get to see it soon enough, and waiting for things always makes them better right? :P

Its ok, at least its better cause you will have friendies :P

 

true :)

Posted

 

And as for the grapple part, your camera goes where your head goes. So if you trip down a flight of stairs, then I hope you enjoy super tumble cam lol. Same thing for grapples and stuff, so there will be moments where your camera is thrown around a bit from enemies, but nothing too jarring/camera destroying if that's what you're worried about.



Oh, I'm not worried about it, that's actually what I was hoping for. It will make first person view a bit more challenging, but the extra immersion would be worth it - combined with the eye adaption it will make close-range ambushes pretty fun.

 

Rest sounds nice too, your approach sounds like a good compromise.

 

And don't stress out about minor delays, they're inevitable in any project of more than marginal scope ;-)

Posted

I wonder if there are other adult rated games out there which try the first person POV, I can't think of any that I know.

 

 

Only one I can remember was that 3dsex villa game. Though don't hold me to that, as it's been a while since I played it. Have to double check.

 

Question for you guys:

Flashlight - How do you want it, like Dead Island where you can toggle it on/off when ever you like with whatever weapons you have out, or like the older Doom(s) where you need to switch to it to use it (it acts as your weapon). Both have some possibility imo, so I need you guys to break the tie for me :)

Posted

Only one I can remember was that 3dsex villa game. Though don't hold me to that, as it's been a while since I played it. Have to double check.

 

Question for you guys:

Flashlight - How do you want it, like Dead Island where you can toggle it on/off when ever you like with whatever weapons you have out, or like the older Doom(s) where you need to switch to it to use it (it acts as your weapon). Both have some possibility imo, so I need you guys to break the tie for me :)

 

Yup. It was actually neat... you could be in first person of either gender. Shame the game was so... "porno-y" and therefor utter crap. :\

 

TOGGLE ON AND OFF. XD

 

Just... yeah. Really would rather not switching to it. :P

 

Though at the same time... could add to intensity... I'm torn. >.<

 

What if you could find a flashlight you had to hold, but could also find one that you could simply attach to your shoulder/head/weapon and not have to be hindered by? But that might be getting too complicated...

Posted

I'm with toggling as well - at least as an option.

What if you could find a flashlight you had to hold, but could also find one that you could simply attach to your shoulder/head/weapon and not have to be hindered by? But that might be getting too complicated...

Maybe make the holdable more powerful? Possibly have it also affect the night vision of people you shine it at.

 

Speaking of which... what about sunglasses? With the eye adaption, putting on sun glasses if you need to walk outside for 10 seconds before going into another dark building might be a good idea. Although that adds additional complexity as well.

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