Jump to content

mdgunn

Members
  • Content Count

    593
  • Joined

  • Last visited

Community Reputation

216 Excellent

1 Follower

About mdgunn

  • Rank
    Advanced Member

Profile Information

  • Gender
    Male
  • Location
    Manchester, UK

Recent Profile Visitors

5,922 profile views
  1. Small update: Haven't found too much time. My job and family issues have had to take priority. I have made a small amount of progress and I'll continue to pick away. Hopefully have something to show by the end of this week.
  2. I've begun to pick apart the problem cryo room in an attempt to rebuild it. I may do some additional checkins into the old repository while I pick it apart before moving it.
  3. I had a look at the current project. I will see if I can get together a new version of my stuff. Mostly it will probably be like the original cryo room but maybe with some aspects of what I did when I expanded the ship out. I will try to keep it relatively small as it was originally so we can get this thing done. Will still probably take me a while to find the time to get things done. I will say I will try to have something to show by the end of this weekend and try to have something solid by the end of the following week (8th Dec), if possible.
  4. Hi, This project is often on my mind. I have not really been doing any hobby programming or game engine stuff or 3D modelling for a bit. I will take a look at what is in new repo over the next few days and see if I can see a route to an end point.
  5. Just thought I should say I've not forgotten about the project. Unfortunately, I've struggled to find the time and have not had the energy - due to a really minor, but persistent, virus I can't seem to quite shake. I'll also be away for some time on holiday so it may be the best part of a month before I'll have a chance to jump-start things again. I'll be returning to trying to complete the ship and ship to temple entrance section, and also completing the post-title screen cutscenes. I'm still of the mind that if we can get to the end of integrating and polishing up what we have now (the sleep /VR sections and the ship) then we'll have something to be proud of.
  6. Is it that LW has determined the collision map for this terrain as not what you expect. Is this a single large mesh? If the road is a mesh with the pavement then it may be not taking into account the drop from the pavement down to the road and the collision surface remains at pavement height over the road?
  7. Think there is some confusion here. Perhaps I missed some new document that was put online when I was not around much in January or something. I always had the original document as a Google doc. It was created as such as I mentioned in the original post. I did not have anyones emails to be able to share this original doc. I think at some later point did someone create a second doc based on this? Situation now is that @aiaf uploaded a doc but the formatting is a bit screwed up. So I shared the original doc to him. Is it MY doc that you are saying is out of date or his? My suggestion would be that we stick with the original doc I have now shared to @aiaf but I need your email @Slastraf to be able to allow you access. My doc should not have any messed up formatting so I assume your last message was not referring to my doc?
  8. The original doc is already a google doc so has all formatting intact. I mentioned this in original post but I don't think I had the neccessary email addresses of everyone to share it out. I might need to check my last edit was not in some other cope of the doc but this I think was the doc here: https://docs.google.com/document/d/17IWnOOnHY27k2hLLkmP6Q1Q1_pXvChCNcZie46HApFw/edit#heading=h.z6ne0og04bp5 @aiaf if you PM me the emails you used to share the last one (not sure if I can see them) then I can set sharing on this one. Unless there a good reason not too, but loosing all the formatting will probably bug me so I'd prefer not to lose it.
  9. Yeah....from the title screen, 3 cinematics See this post This other post also showed the last section taken a little further forward.
  10. Don't know for sure but if create your own loading mechanism (a function which loads all your items using normall API loading calls) and load all the items via code then when you later load the map I think it will use the items already in memory......maybe? If you then don't release the objects then I think any map loaded will load faster as it's just loading its own map data and not loading all the assets it encounters as it realises it already has them. I could be completely wrong but I think this is how it would work.
  11. I'm behind where I want to be at this stage but still mostly pleased that I've been making gradual steady progress. It's been hard to find the time the last couple of weeks and there is a LOT to do to take things from 2 or 3 rooms up to 9. Sometimes it feels that LW is fine for small simple levels and OK if you have all your assets sorted in advance but when you want to build a complex level up from scratch it can be quite a challenge and time is spent managing this challenge rather than moving forward as fast as you'd hope. There is a video of where things are at though some things may be confusing as to which room is what (maybe?). In my mind some things are still a little fluid as I try to put things together on the map and in my head. A few things have morphed a bit as I try to imagine how to manage the initial story should be realised in the actual game. Now I am thinking that the cube is taken inside from the crane through a sort of mine conveyor tube thing (the red tube) into somewhere that might laser samples rather than a human medical quarantine (though it would potentially serve this role too - though it does not currently look like this in current layout). I am thinking the cube has initially attacked the ship by injecting some virus in a port (largely in secret and unknown) and it disables the other pods and downgrades AI. It is not known to be an attack by the now downgraded (dumb) AI or by the waking hero (though we probably are shown it doing this - usure if it is best we know or not - maybe not - for later suprise - but then player is maybe never told this clearly enough not to be confusing - can't trust reading of text log - some people just don't read them). They think the cube may be a beacon of sorts sent to revive the ship to complete a new mission so the AI and hero think they should bring it inside to open it up and find out what is going on. The cube is picked up by the crane (simple script) and transported to the mining laser/quarantine area for investigation. This quarantine room then becomes a simple puzzle room where the cube will open up and attack the unarmed player and they must do a 2 or 3 stage activation of the laser (e.g. turn laser on, boost laser with reserve power, point laser at special point in centre of room with the right timing to destroy the drone. Drone explodes into bits and player gets weapon bit in their hand (unless we want to drop this bit - it was done to minimise weapon modelling etc.) There may be other effects (e.g. tiny micro-robots invade ship). Not having the cube attack the ship outside was also a way to avoid the potentially strange scenario where player wakes up and is straight away cast into super urgent situation but they must first do more carefully paced slower sections in sleep and VR. This seemed to introduce a gameplay conflict that I couldn't satifactorily resolve...at least in my head. Here is where the layout of the ship is at. There are many unfinished bits which will be clear but hopefully it can be seen that it quite a bit of work has been required to get it this far.
  12. The detailed explanations are VERY welcome. Thanks for going int the process a bit. I'm very interested.
  13. As I'd mentioned elsewhere I have problems with the single room cryo map not saving if I try to work on it now so I had always thought at some point I'd probably split things out into separate rooms and now seems to be that time. I've put together a ship schematic of sorts to help me figure out a logical structure and where the rooms we think we would need in the story would be compared to others, many of which we may not build. On the left in the image below :- Red outline rooms are ones that are probably required and most of which were present in the single main cryo and associated existing rooms in different sections. Orange rooms are rooms that I think might naturally be built next to make the ship feel more alive and if there were more quests to do. I probably will not build out the orange rooms at this stage. Instead focussing on getting what we had in place in place again in new rooms. Grey rooms are rooms that fill out other functions of the ship that probably can be avoided but might have also been interesting places to go. The purple rooms relate to the engines (covering 2 decks). I don't see we necessarily need to go in there and I haven't entirely figured them out but the engines can make the ship levitate (floating island) but also produce seismic shocks that can pretty much turn ground to be fluid like for the purposes of burying the ship where it would later construct an underground factory(or mine) as it has done in part at the start of the story. As usual, there may be errors. this is a WIP.
  14. Thanks very much for the useful comments! 👍 I will have a proper look over them later and probably integrate into a v0.04 story path. In having to write it down and merge it together I think it will help make clearer if there are any issues. I'll see if I can pick off some the things you mention, sounds etc if I get a chance in that area while you're in France. Have a good trip.
  15. Sections 14 15 and 16 could be omitted to reduce work and just have player come from ship via a bridge into temple and up unblocked temple ramp to excavation pit. This stuff is already blocked in (shown in previous images a day or 2 ago).
×
×
  • Create New...