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Ok I'm finally done with my obligations to my University as a student. Now it's time to come back to game dev and finish up (hopefully) the Border Recon development.
While I was busy in University, I did do a bit of work on the game here and there. I added a spectator feature that allows the players to spectate others in free mode and third person while waiting to respawn after dying. Pretty cool.
Also, I think some of us have seen the earlier changes with the style of the graphics...
I finally learnt how to use Global Illumination properly.
Note: Nothing's changed to the ambient light colour, it's still set to blue-ish tone.
We take the original scene with dark blue environment probe colour, it's dark:
Change the environment probe's colour to the colour of the sun and we get something slightly more realistic:
Shift In Direction - Change Of Concept
I had thought about the future of this game recently, originally my plan was set to make this game a tribute to Socom where most of Socom's features are imitated in-game to give its players the "Socom experience". I realised that I will never achieve this, considering the current quality of the game and that there are many other games that already replicate Socom. So I decided instead that I will make the game into a
Hi, I made a page in Trello to list the details of all my tasks for the Border Recon project. The page will display details including the current major and minor issues with the game as well as list of fixed issues and planned features.
Trello page: https://trello.com/b/zu6JxRnk/border-recon
If you want to keep up-to-date with the game that page will provide you the latest progress of the development!
If you have any questions about the project, feel free to join and
I decided I would make a blog about this and share you my view on terrain size. Earlier I used to complain to Josh about 4096x4096 not big enough to fit a game world. Now I don't think I hold the same opinion.
My recent experience have really changed my view on this, now even 512x512 is too big for my purpose. Let's take a look at the example below:
This is in a 512x512 map. As you can see, the enemy character is barely visible. For a supposedly fast-paced, action shooter game it'
The development of Border Recon was rapid. I didn't tread lightly on facing the challenges during my time making this project and it did me both good and bad.
In short: the project, despite it being brought from the ground up and the framework built from scratch with the help of Leadwerks Game Engine I was able to establish the Player system, UI Menus, Weapons system, Vehicle systej and the Networking. That's a good milestone for a seven month project.
Firstly I have to say that Leadwe
Hi, sharing is caring I thought so I decided to post this tidbit that took me a few hours to figure out. I'm hoping you guys will find a use for this.
I have a chat box in my multiplayer game Border Recon and a few of the players have complained that the chat is detecting the wrong key on their keyboard. This problem is sorted by translating virtual keys, turn them into scan codes, and turn the scan codes into ascii.
The "scan2ascii" code below is taken from https://www.experts-exchang
Hi there, Jena here. It has been a long time since I've updated this page. I have been away working on my studies and the game itself. I haven't abandoned the project that's for sure. As I've promsed on my last update that despite slower updates, I will keep working on the game.
Anyway, the latest updates are out! It introduces stability fixes, picking up where we've left off with 0.2C. You will find the change log below listing all the changes I've added to the game.
I have to say the
Hi, I have made a new list of weapons that will be added in the next version of the game. This list includes the following:
M-18 SMOKE GRENADE
The list is based on the Desert Storm wiki found here: https://en.wikipedia.org/wiki/List_of_Gulf_War_military_equipment
I've added t
I now have a demo video showcasing the new (or rather: improved) movement system. This system is not exactly the proposed design that I've talked about in the previous devlog but rather a more elegant solution to the problem I've had in my game's animation system. So Leadwerks has a built-in PlayAnimation() function which allows developers to interpolate different animation sequences, to cut this devlog short and on point using the function results to this:
A less glitchy animatio
I'm planning on implementing a new movement animation system. The current animation system is a bit glitchy. I want something like what The Division have where the game uses only one animation movement for everything apart from the transitional poses i.e. transition from running to walking, walking to crouching. It's a clever system. It's also more gracious and cinematic.
The current system I have in Border Recon uses several animations, one for each movement Left, Forward, Right, Back and
Hey all, Jena here. I apologize for the late update!
I've been busy recently working on the game and now I have some exciting news to share to you. I have fixed a big list of bugs, implemented new features, and improved the game. And I now have released the first demo for Border Recon. Links of the download can be found below.
If you want to see the list of changes I have made to the game, see the change log below.
NOTE: Please apply all the patches (links below). I also prepared
This devlog mentions the following development progress of Border Recon:
New Minimap feature
New Launcher feature
Redesigned Class Menu
New Launcher features
The new Minimap feature has been added to help players orientate to their location in the world map.
The new recoil feature has been added to add detail on the weapon firing mechanism. The Recoils for each weapon have now been set with different values dep
I have finished the Road Tool a few days ago and I was able to create the main roads for my map. As you can see below we have a road stretching across the map.
I am planning to add little arteries of roads in the map to prepare the urban areas. The urban areas will have walkable buildings. Players can hide in the buildings and setup a temporary base. Helicopters can land on top of the buildings and make contact with players occupying the building.
I have added little pl
First I want to apologize for the volume of blogs I've been posting recently. I've been posting a lot and it's creating clutter in the blog section. I really should wait and enter all news in one blog instead of creating a micro blog for each little update. This blog I thought deserves its own article anyway.
Below is a demo video of how my road tool works. It shows you the process of creating the road, exporting, and importing the road to Leadwerks. Descriptions and expla
2 Days ago I started the Road Tool project. The motivation behind the project is to create a tool that can create road systems for my game Border Recon. Today I come with positive updates. I am pleased with the results today and can now show you a rough draft of the nearly finished road system. What's left to do is to implement an export feature for the road model, create a parser for importing accompanying model data, and tweak a few details of the road generation algorithm.
Textures are a
I'm currently creating a road tool to create roads for my game. I have looked at the examples of Shadmar & gamecreator (thanks to them) to help me implement a tool that can manipulate terrain and create roads on a terrain. Below is a draft of the tool, in this application I will be able to create multiple roads, extend roads, cut roads or remove roads entirely. I can also move and reshape the roads using the axes arrows.
This tool will be important for my project. I'm coming to a close
I've still got a lot to do before releasing a playable Alpha version of the game but I'm getting there fast. Below is the actual to-do list, in its rawest form, of tasks that I have to do to complete the early version of the game, some are yet to implemented and others are to be refined.
I go through a maximum of 5 items on the list everyday. I cross out the items that I complete with a purple marker, it's satisfying to be able to do that once in a while.
On the other note, some o
I now have multiple social media channels to promote my game including IndieDb, Itch.io, Twitter, and Patreon. You can find a page of my game in the following links:
Patreon.com Twitter.com Indiedb.com Jenniferangel.itch.io
I will be posting devlogs of my progress weekly in each of the channels. Please subscribe and like the page to show your support, I would greatly appreciate it!
Recent updates on Border Recon:
I have stabilized the networking of the client and server. The rec
I made changes to the Ingame UI, Loading screen and Pause Menu of the game.
The newly edited loading page: loading the map called "Default".
And here is an image showing the newly added element into the UI: a compass using macklebee's sprite drawing technique.
Black and yellow is now the theme of the color scheme, this is the game launcher:
And finally, the slightly edited pause menu:
The casting is complete. The entire set of classes are now implemented into the game.
In the following order from left to right we have for our U.S. Team: Recon, Rifleman, Support, and Sniper.
For our Iraq Team we have: Fighter, Sniper, Scout, and Machine Gunner.
This is a showcase of the latest development of Border Recon. In this post you read about the pause menu that was recently implemented into the game. Below is a video demonstrating this feature as the screen becomes grayscaled and blurred. You will also see the camera zooms in to the player's target as the game goes to pause mode.
The zoom in feature can be used while not in pause mode.
Posted a new blog after a long break. Read the short blog here: http://noice.club/index.php/posts/xo-arena-crunch-time
Part 3 is out, read it here: http://noice.club/index.php/posts/game-design-p3 Learn how to integrate Mattline1's PBR into your Leadwerks project.
Hi, I published a new tutorial for LE Pro C++, read it here: http://noice.club/index.php/posts/game-design-p2
If this is your first time reading the blog, you can find the first part here: http://noice.club/index.php/posts/game-design-p1