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Revisiting Border Recon

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 changed the style of the graphics from HQ to just flat pastel colours resulting in a cartoony look in-game. I like it... requires less work on the level design details and it actually looks quite nice. Another thing that's cool coming in the next version: soundtracks! I found this cool soundtrack from gamedevmarket website and I think it fits perfectly to the game's theme. I'm going to work on that so I can add a bit of music to the game. Link to the soundtrack here: https://www.gamedevmarket.net/asset/brass-attacks/ Also, I'm working on the muzzle flash feature for the weapons, it's half done now and it looks kick ***. Screenshots coming soon! Thanks for reading folks!      

jen

jen

Global Illumination

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: Cool!

jen

jen

Shift In Direction

Shift In Direction - Change Of Concept
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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 regular third-person shooter with no bearing towards Socom. I think it will be hard to replicate the Socom experience and I wouldn't want to disappoint the Socom community. So from now on I will place no trajectory as to whom and what this game will be devoted to. And when it's finished I'll leave it for anyone who wants to take interest in it. I'm really sorry to anyone who I have already sold the idea of this game to as a Socom tribute as this shift in direction will change how the game will take shape in its next stages of development. Border Recon will take shape on its own and will offer its players a different experience instead.   Steam Page - Coming Soon
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Currently, I'm in the process of applying for a Steam Direct account to add Border Recon into Steam's games database. I understand that Steam is considered the holy grail by a lot of gamers and that games added in it should have a decent quality. At the moment Border Recon is in an unplayable state (lots of bugs) and a lot of us gamers would think that Border Recon doesn't deserve a place in Steam. I share this opinion also as I am myself a gamer but unfortunately as a developer it's become a necessary requirement for me to have this project hosted on Steam. I will explain why, on my note below. My current distribution workflow was simply to package the game files in zip containers and upload them over to Mega.nz. For every other patch I would have to go through the same process again. The players would also have to go through the same experience - every update they have to download a zip file and unload the contents of that zip file to their Border Recon folder. This is very inconvenient in my opinion and I'm sure the players feel the same. Having the game on Steam means I can distribute the game automatically and the players won't have to manually download files after every update. Testing will be a lot easier then. Initially, the game will be exclusive to testers - there will be no option to purchase the game from its Store page. I wouldn't want anyone to pay for the game in its current state. If you want to test the game you will have to ask for a key, just give me a DM and I'll send you a key for free (will expire when the Store page opens, sorry). Thanks,
Jen

jen

jen

Border Recon Trello Page

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! Thanks! If you have any questions about the project, feel free to join and send me a question on Discord at: https://discord.gg/WHPJRDC

jen

jen

512x512 Is Too Big

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's impractical to set a target on an enemy that's as large as a pixel. You could run towards the character to get a closer look but that would take you a good 10-15 seconds which is really a waste of time unless you're playing an open world game like DayZ or a tactical, slow-paced shooter like Project Reality, but that's not the objective of Border Recon. I want to recreate the Socom experience - fast paced, strategic and close quarter combat.  I want the player to be hyped and always in action and there needs to be an enemy in each corner so every player in your multi-player session can frag at least one in every round. Originally, the demo map for my game was set to 4096 squared in size and during testing I walked for 20 minutes trying to locate an enemy in the middle of the map. It felt like ages. I had changed that to 512 squared and still it felt ages to walk across the map to find an enemy character. Finally I changed 512 squared to 256 and yet again it's still too big, the walking is not as long but the characters still look too small. Now I use 256 squared, half of it would be used as the "actual game map" and the the other half will be used for backdrop (mountain ranges, etc.). Later on, with vehicles I will use 512 squared maximum (quarter will be used as backdrop, 3/4s will be used as actual game map) to introduce a more open-world mil-sim gameplay.  To get an idea of how I want the characters to really look like in size, I used Insurgency as reference. Below are screenshots taken from one of the largest maps in the game. I took notes of how big the characters were in this game and applied the same proportions to the character-to-map size in my game.This is very doable in a 128x128 map with at least 1/4 space to spare and another 128x128 for backdrop.

jen

jen

Thoughts on Marketing

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 Leadwerks is a perfect choice for this project. My motivation was that I wanted to have full control of my project. Leadwerks has a C++ API that allows me to create my game with flexibility. Other game engines have this too but thes aren't as flexible as what Leadwerks have. Trust me, I've looked at the documentations of Unity and UE4 and they are no match to the simplicity and flexibility of Leadwerk's C++ API. All the work I've put in this 7 months time is product of years of experience of my failures. My previous project Exo Arena was very unoptimized so that had to be scrapped, lesson learnt. My previous previous project, I remember, was a "Huge Endless Space MMO" called GearGod until I realised there can't be that many players to play your game that in a "HUGE" map you'll end up playing by yourself for days, hours, months, before you actually see anybody else in-game and interact. That had to be scrapped. I may have had 11 failed projects overall in the past and each of them were part of the trial and error in improving myself as a game developer. Screenshot of XO Arena (credits to Josh). Screenshot of GearGod

Image of a galaxy, a map that can toggled on and off. Your spaceship would be the size of a dot in comparison to the whole scale. Finally, in Border Recon I decided I would put thoughts on my design and take time to design a system that wouldn't flop in practice. The Border Recon project is probably the farthest I've gone in game development in terms of experience. Now I'm slowly releasing the game to the public and have the game tested. This is important because multiplayer game requires interaction with multiple players (of course, obviously) and as an indie developer I don't have that resource. There's only one person working on the project right now so multiplayer can't be tested with as many people as I would have hoped. I have to thank a few people who have recently just tested my game because during their tests they've uncovered a lot of bugs that will now be fixed. A few months ago I followed a development of a project by someone else. The developer of this project was inexperience and he went head-on to marketing his game - showing it to streamers, youtubers, and have them showcase the game, etc. The result was catastrophic. The game was seen as half-baked, pre-alpha, unfinished garbage. And the fact that it was on Steam as an early access beta product made it worse in the eyes of the testers. The Steam community likes quality and this game hadn't got the quality based on the reviews it got after its initial exposure; the game was mocked, given a negative review and eventually, because it used a copyright sound made by someone else, it was brought down by Steam due to IP violations. Tragic events for the developer. But (I know you shouldn't start a sentence with but, but...), after its initial exposure as a side effect, his game now has a thriving community of at least 600 people. Majority of them are supportive. It would take weeks if not months for a Youtuber or Livestreamer to get that kind of following. The result in this case, for the developer of the game, is good - he now has a playerbase willing to help and support his game and most likely purchase the game when it releases. I can appreciate this little sequence of events as a developer, it taught me that if I don't expose my game regardless of its quality, and if I keep waiting for the perfect moment, I will never gain following and my game will never attract a sustainable playerbase. So from now on, I'm going head-on to expose my game to as many people as I can. It doesn't matter the current status of the wether it's unfinished, full of bugs, etc. I will have the chance to improve and fix those while I work on the game. A short and sudden ending to this read. I hope you found that interesting. I just thought I would give you insights on what's happening with Border Recon at the moment. I hope you can appreciate that and I would very much like your support if you haven't already. My discord is: Discord.gg I'll see you there!

jen

jen

Virtual Key to Ascii

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-exchange.com/questions/20853485/Scan2Ascii-Function.html. Credits to the guys over there. #include "Winuser.h" int scan2ascii(DWORD scancode){     BYTE ks[256];     GetKeyboardState(ks);     WORD w;     UINT scan;     scan = 0;     ToAscii(scancode, scan, ks, &w, 0);     char ch = char(w);     return ch; } //IMPORTANT - HAVE A VARIABLE THAT TOGGLES THE CHAT'S VISIBILITY ... //YOU DON'T WANT THIS TO CYCLE IN EVERY FRAME OBVIOUSLY if(chat_is_enabled){ for (int i = 0; i < 256; i++) {      if (window->KeyHit(i)) {              char tmpkey = (char)scan2ascii(i); window->FlushKeys();          }      } } } There it is, your chat is now compatible with different keyboard layouts. You can improve on this and use it for other things, perhaps controls maybe? You need like a map array to serve as a translation table from ASCII to Virtual Key code so you can bind the key code to your game controls. That would be very useful. I'll post more interesting tidbits in the future. My recent experience in Border Recon have pushed into new levels that I've not been in before and I'm finding it exciting. Perhaps I should make a blog about it in the near future. Things to do with marketing, dealing with player queries, setting up a testing platform, designing levels, etc. I think it would be interesting to talk about my strategies on how I dealt with those challenges.

jen

jen

Border Recon - Pre-Alpha 0.2F Play Test Now Available

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 game now is more stable. You can now download the files and test the game with others. If you want to that, downlaod links to the base file and patches are below. Please make sure to apply the all the patches in the correct order i.e. apply 0.2E first before 0.2F. You will need 3 files, the base file (0.2D) and the patches (0.2E and 0.2F). Base file (0.2D):https://s3.us-east-2.amazonaws.com/leadwerksstorage/monthly_2017_12/Brecon_sample_zip.f76003c2537fcdb535039e3d7e9a15f6
Patch (0.2E): https://mega.nz/#!4LJXiLrI!jtIjS5WXZ6jbeB_0KbbPy93xUxKiFJQ_7NVi3WlsHB8
Patch (0.2F): https://mega.nz/#!RGBS3ZIJ!P8HvQXG68GeCLxWCY4UsVXqW1erPTHZWBaM5nCbSdZA(edited) I hope you find the game interesting and I'll see you in-game. Also, if you find any bugs please report it in this page or in my Discord server: https://discord.gg/WHPJRDC Thank you! Change logs:
-Added stability fixes to the net-code to fix the "connection time-out" issue present in the previous versions.
-Fixed issue with minimap not showing the player's location.
-Added stability and optimization on UI - reduced memory consumption and fixed glitched functions.
-Fixed player count on server list.
-Added count-down sound at round start.
-Replaced silhouette images of weapon profile on class menu to actual images of in-game weapons.
-Fixed issue with Timeout notice on the main menu not responding to mouse clicks.
-Improved grenade throw animation.
-Added sniper reload animation (different to rifle animation).
-Added different weapon sounds including: M9, M16A2, M249, M1911, AK47, AK74, M82, and RPG.
-Fixed the wrong rotation of M249 at the start of the round.
-Added animation pose on player character for RPG/LAW.
-Fixed issue with weapons facing the wrong direction at the start of the round.
-Fixed the size of RPG model.
-Added "Trigger Lock" notice when crouching or proning - some weapons can only be used in zoomed-camera mode.
-Added radio commands, can be activated by pressing "C".
-Fixed the hand grip of the player characters to make contact with the weapon model.
-Fixed issue with in-game settings menu not applying changes.
-HUD now disappears at round start until player selects a class.
-Fixed issue with main menu settings page not applying changes.
-Fixed bug with "exit" button that caused improper shutdown of application.
-Disabled player character "bunny hopping".
-Added death animation for prone position.
-Added death animation for crouch position.
-Fixed issue with "Connection timed out" box appearing on every game exit.
-Fixed issue with footstep sounds - temporary fix - work is in progress on the procedural footstep sound, requires tweaking.
-Fixed issue with player character facing the wrong direction while crouched and using RPG/LAW.
-Added lean animations - requires tweaking.
-Added bases that can be captured - requires tweaking.
-Replaced all killinfo icons to text reference of weapons used to kill an opponent i.e. "Player 1 [M16A2] Player 2".
-Changed melee attack animation.
-Prone idle animation hand grip is updated.
-Weapon firing sound distance increased by half as much.
-Test map Border Town is updated.
-Collision models on tanks updated.
-Sizes of all vehicles in Border Town adjusted to correct size.
-Reset ammo when player respawns issue is fixed.
-Disable zoom when player with sniper weapon reloads during prone.
-Disable zoom when player with sniper weapon moves during prone.
-Fixed decal bulletholes texture artefacts.
-Killinfo weapon image is changed to text (name of weapon).
-Fixed issue with player characters floating at round start.
-Red notice text on center of screen now disappears when player  dies.
-Map is reduced to 2x size (previously 512x512, now 256x256) optimizing the game.
-Tree collision model is reduced in resolution, it was causing the FPS to dip.
-Localized keyboard layout support for chat.
-Fixed the bug with controls not detecting the correct key for Non-UK keyboard.
-Fixed player spinning while jumping.
-Fixed bug where players doesn't reset position when re-spawning after death.

jen

jen

Border Recon - Weapons Updated (01/10/2017)

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: AK47 AKSU DRAGUNOV F1 GRENADE M-18 SMOKE GRENADE KABAR LAW M9 M16A2 M82 M249 M1911 MAKAROV MP5 RPG RPK TT PISTOL 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 the models for each weapon in game. The weapons will be available in the upcoming version (0.2d). I will continue to make progress despite tight schedules (my study in the University is taking my attention away from programming momentarily). This is a new loading screen artwork I created several days ago, I will make more of these in the future. The idea is to alternate the artwork that gets displayed in the loading screen. Thanks for reading. It's a short update. 0.2d will be released soon. If you want to keep up-to-date with the development, you can join my Discord here: https://discord.gg/jbvR3zB where I post the latest snapshots of the project. ~Jen

jen

jen

Border Recon - Improved Movements Animation

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 animation set. The player movement now flows more naturally as each following sequence is blended into and from the previous animation softening the transition in-between! On other news, I now have a new set of weapon 3D models which I will be implementing into the game soon. It comes with a full set of textures including normals, speculars, diffuse, etc. I will be working in integrating these models ready to be used in version 0.2D. I am a student at a University and my classes for this year have already started, there may be delays in the posting of my future devlogs and I apologize in advance. I will continue to make time to develop this game and hopefully meet the deadline I've set for the release of this game at Q1 of 2018! Thank you. There will be more updates to come soon. Check out my Discord for snippets and snapshots of the game's development progress: Discord.gg

jen

jen

Border Recon - New Movement Animation System (Planned)

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 one for each type of movement Running, Walking, Crouching. It's complicated.  This system is used in DayZ and PUBG. It's inefficient because obviously it requires many animations which affects loading times and file size of the overall game. Not to mention the management of the programming for this particular type of movement system. This is The Divisons' gameplay showcasing the movement animations. If you  look at the video in slow motion you can study the movements of the character, it pretty much uses one animation most of the time: running forward. This should sort out the glitchy animations in my game. It'll take a week at least to convert the current animations to the proposed designed mentioned above. I'm excited to get it working.

jen

jen

Border Recon Early Demo is Out

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 the demo application so that we can test the game. You can download the demo from here: Border Recon 0.2a - http://rozonline.net/brecon_0.2a.zip I have also released a few patches since then so you'll have to download that also, here: Patch 0.2b - http://rozonline.net/patch_0.2b.zip Patch 0.2c - http://rozonline.net/patch_0.2c.zip I am proud to showcase this release, it marks an important event for this project. I've started this project almost a year ago and having able to release a semi-working demo to the players is a good sign that the project is going to pull through. I believe I have implemented most of the major features. I have tested each of these features and made sure they are functional. If you would like to test the game, download the free demo application and play with us! There is only one map available - the demo map. There will be more maps to come soon in the near future. Also, if you would like to help or simply keep up-to-date with the game you can join my Discord here: https://discord.gg/u6WvcJX Thank you for reading, I appreciate your time. See you in the battlefield. Testing the tracer feature. Comparison between the changes to the Post-effects shaders. A queuing or a lobby for players was implemented. Players will have to wait until enough players join the game before the round can start. A snapshot of the old demo map. Change log: Melee Animation - Refined Compass Texture - Refined Respawn not working - Fixed Grenades not exploding - Fixed Choosing Sniper Class for IRQ team deploys the wrong character- Fixed Implemented Proning Implemented Leaning Changed "Use" button "F". Implemented Recoil system to all weapons. Improved player movements - Reduced jitter. Camera and player gets stuck mid-air when opening the chatbox/menus - Fixed Movement speeds are wrong - Fixed Segments of everal animations (Walking, Running, Crouching) were improved. Strafe speed is reduced when proning. Jumping is disabled while proning. Jumping is disabled while crouching. Head rotation on other player is wrong while crouching - Fixed. Vehicle cannot reverse - Fixed. Prone animation glitches - Fixed. Key binding configuration file becomes corrupted after saving - Fixed. Player can see through walls when the camera gets too close to the wall - Fixed. Class menu padding of the box container is adjusted to the correct fit. Bullet hole decals on Vehicle tires are not rubber - Fixed. Shooting the ground causes crash - Fixed. Prone animation is wrong while character equips pistols - Fixed. Prone animation is wrong while character equips melee weapons - Fixed. Rotation of RPGs/AT4s is wrong - Fixed. Player can Walk through walls - Fixed. Sea water disappears when Pause menu is enabled - Fixed. "Reset To Default" button in settings menu is now working. All missing key binding input in settings has been added to the settings menu. Death animations are not working - Fixed. Grenade explosion radius was adjusted by half. RPG/AT4 missile explosion explodes in the wrong position - Fixed. Implemented Kill Info Added Stand/Crouch transition animations. Server crashes when Player ID is greater than 10 - Fixed. Player falls through the floor after dying - Fixed. Hit Indicator points to the wrong direction - Fixed. Implemented "Hit Mark" - a red arrow in the middle of screen - to signal the player has hit an opponent - Fixed. Crouching key can now be toggled on and off (players do not have to keep pressing ctrl key). Crosshair is visible under sniper scope - Fixed. Adjusted sniper scope zoom by 100%. Adjusted Post-effects shaders to improve the look of the game. Changed the "Construction" map, added obstacles and changed the theme from an island to barracks in the middle of the desert - a more fitting location. Added a lobby feature in-game - players will have to wait until enough players have joined the game before the round can start. Improved recoils of the weapons. Added Kill Info feature. Windows, including the Launcher window are now centered upon opening. Fixed the error where the player glitches through the terrain floor.

jen

jen

Border Recon - Update 02/09/2017

This devlog mentions the following development progress of Border Recon: New Minimap feature New Launcher feature Redesigned Class Menu New Launcher features And more. Minimap The new Minimap feature has been added to help players orientate to their location in the world map. Recoil 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 depending on its size. The recoil will hinder the accuracy of a weapon, the first 3 bullets will follow the most accurate trajectory than the rest of the bullets fired in a single burst/shot. Redesigned Class Menu The old buttons for selecting classes is replaced with plain font to look similar to the launcher and pause menu of the game to keep the consistency in the menu design layout. The line spacer between the weapons (Primary, Secondary, etc.) are now colored yellow-orange. New Launcher Features The game launcher now features a minimize and close buttons. The launcher window can now be also dragged and moved by clicking the top fourth-half of the window. Patches & Fixes Other updates on the Border Recon project are included in the list below: Vehicles now create dust particles as it moves on terrain ground. Problem with AT4/RPG rockets not exploding as it hits a wall problem is now fixed. Reloading sound on weapons has been refined. Server now resets the number of tickets when there are no players available. Server now resets the vehicle location when there are no players available. Friendly fire is now disabled. Weapons not showing at the start of the game problem is now fixed. Dynamic cross hair has been added. Compass in vehicle now works. Button for USE is changed to 'F'. Players not hidden when entering a vehicle problem is fixed. You can keep up-to-date with the development of this project in Discord: https://discord.gg/WHPJRDC

jen

jen

Border Recon - Smoke Grenades

Roads 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 placeholders in the map. I just thought I would put in the little detail at the time. These little design detail will stay in the game later on. These will help shape up the map and there will be more of these added to the map soon. As soon as I finish implementing all the game mechanics, I will start to focus on the map more. Smoke Effects And finally, the most recent development for the project is the smoke grenade effects. Each smoke grenade will produce different smoke in colors of random variety. Thanks for reading this devlog. There will be more to come soon. Please make sure to follow my game to get the latest updates in the future. Jen

jen

jen

Border Recon - Road Creation Video

Introduction 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 explanations of each stage is explained in the footnote of this blog. Do you want to see this tool in the workshop? Read this bit on the footnote of the article. Credits to Shadmar and Gamecreator on the footnote. I've demo road on my game: The Process The process starts by opening the Road Tool application followed by a list of steps: Create a road Distribute the waypoints Compile the road Export the road by clicking Ctrl + S - this creates 2 files inside the "Results" folder: roads_x.obj and heightmap.tga Open Blender and import the road.obj Export the model to FBX in your project Open Leadwerks and import the road model Add the model to the map Tweak the model rotations (x = 0, y = 180, z = 180) Import the new Heightmap (the road tool would have changed the terrain slightly to accommodate for the road model) Finished   Still To Do Some things that still needs working on are: UV coords on exported models Snap vertexes to nearby road vertex   Do you want to see this tool in the workshop? I have done quite a lot of work on this and I wouldn't mind sharing it with you guys for a little price. It'll give me the incentive to continually improve the tool in the future if it means making a little income for me. Let me know on the comments.   I would like to send my thanks to Gamecreator and Shadmar for the examples (Road snap to terrain & early road script).   Thanks, Jen

jen

jen

Border Recon - Road Tool Update

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 applied to the road surface: Road is snapped to the terrain (thanks gamecreator), some of the ground underneath the road will have to be leveled (part of the future tweaking process): The ends of the road needs to snap and combine with the starting point of the road model: The arteries need to snap and connect (yet to be finished): Please follow my page on IndieDB: http://www.indiedb.com/games/border-recon Thanks, Jen  

jen

jen

Border Recon - Roads & Road Tool

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 on a task of developing the map and it will involve a lot of road-werks. More details about this soon.  Example of way-points you can distribute around the map to create the shape of the road:

jen

jen

Border Recon - New Map, To Do List, and More

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 of the things I have been working on the game recently (as you can see on the paper, the marked items) are: I have fixed a bug in-game that corrupts the settings file when the player presses "Apply Configuration" button found in the settings page in the Pause Menu. I have implemented resupply stations where players can resupply and replenish their ammunition. Player movements are stopped when they open the scoreboard, class menu, equipment list, or chat box. I adjusted the view settings - the character model is not fully shown in front of the screen. Refined the text anti-alias on all of the menus. I have started working on the map "Border Town" and I've tweaked the character material settings - increased spectacular, added roughness, and a bit of metalness to emphasized the creases in the player model's clothing adding detail to the overall character instead of just a bland camouflaged colour. Ideally, a cell-shader would have done the job quite right but that's not available to me right now. Screenshots: Improved anti-alias on texts on the menus, tweaked character clothing material (increased roughness and metalness to emphasize clothing detail): There will be more updates to come soon. Don't forget to follow this page to receive the latest updates on Border Recon. - Jena  

jen

jen

Border Recon - Gearing Up For Marketing

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 recent integration of new 3D model for the character classes caused some issues on the character deployment. This issue is already fixed. In the upcoming days I will be working on a few major as well as minor features of the game including: Vehicle Sound Bases and Markers Flyable Jet Planes RPG/AT4 Models Refining Weapon Textures Refining RPG/Grenade Explode Timer Refining
and more. Our test vehicle for our first flight: My Humvee is toppled, I have made changes to the HUD - added colours and containers to on-screen data: Our first map:

jen

jen

Border Recon - UI Revisions

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:

jen

jen

Border Recon - Classes

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.

jen

jen

Border Recon - Pause Menu

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.  

jen

jen

Devlog 4 - XO Arena

Posted a new blog after a long break. Read the short blog here: http://noice.club/index.php/posts/xo-arena-crunch-time  

jen

jen

Game Design Part 3 - PBR and more.

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.

jen

jen

Game Design Part 2 - Weapon System

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   Thanks!

jen

jen

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