DR Fusion Published!

Not actually an April Fool's joke, the game is now finally published!

After months in development, the project is finally wrapped and available to the masses. I've learned a lot during this project, both about programming and about working in a team. It has really showed me what I'm capable of, and to be completely honest I'm actually surprised at my own ability to program at this point.

I must say the beginning of the project was the most enjoyable part, which was when I got to program the gameplay and A.I.. I wasn't actually sure I was good enough to develop something like this, but was pleasantly surprised when the result ended up being as functional as this. 

Going forward, I'll be adding to game to my portfolio and keep working on the final year project.

Image2.jpg

Drone Racing Tutotorial

During the time since my last update, I have been working on a time trial mode for the drone game, as well as reworking the tutorial.

The time trial mode is pretty self explanatory, but just about half the mechanics of the tutorial had to be remade based on player feedback. The first version of this level had the player start out in an enclosed space for precision flying. My thought behind this was to make sure nobody would get lost or confused when first trying out the controls, and rather guide them through corridors to the next checkpoint. This didn't resonate well with new players though, as they felt they couldn't make much use of the drone's high mobility.

That's why I simply deleted everything that had walls, and created a huge space with invisible walls right off the get go. Every element the player had to interact with would glide up through the floor, and have a very tall particle effect showing where they have to fly. In addition to this, I added a playground map with a couple of A.I. drones so that anyone interested can stay in the tutorial and play around with the controls and mechanics.

 

 Screen grab of the current tutorial, a few steps in

Screen grab of the current tutorial, a few steps in

Drone A.I. Movement

The past couple of weeks I have been working on the A.I. for our upcoming drone racing game. There are currently two types of drones implemented in the game, and both their movement behaviours are practically complete.

I started off by programming the "Heli drone" behaviour, as that was also the drone I wrote the controls for. The first step was to make the drone move towards a single point, which included moving up when it was above the drone, forward when it was in front, and turn if the point was to the left or right of the drone. When I was satisfied with the accuracy of the drone flying to a preset position, I created a waypoint-system where the drone would fly from one point to the next, and then switching to a new target point upon reaching its destination. This means that the drone can technically fly in an infinite circle, so all that was left to do was make it try to dodge obstacles in its path. It does this by checking both if it is headed towards something, or if there is something blocking the direct path between it and its target.

Afterwards, I had to create the "Jet drone" A.I.. This did not take as much time as the "Heli drone", even though I didn't actually make the controls for it. I ended up not even having to cheat, meaning that the "Jet drone" flies only using simulated user input. It doesn't even need code to dodge obstacles like the other drone, it just needs to reset if stuck. 

My first task going forward in this project will be to make the A.I. actually make use of all the power-ups present in the game, providing an actual challenge to the player(s).

Photoshop Shenanigans

Steep Photography

Doing something actually productive with my spare time, i.e. sharpening my Photoshop skills. Took me about an hour to land on a final render, after much experimentation with black/white and the graphic lines emitting from the boarder.

Before that I spent another hour actually getting the shot. To begin with I only knew what board to showcase, and that it should be inside a power line tower. I then set out to find a location in-game that allowed me to jump inside one of those things, as well as having access to natural light from the right angle. Then there was the issue of actually making the jump, hopping into replay mode and finding the right angle.

I have several screenshots lined up for editing now, which I'll probably plop in here if for nothing else than to have it saved in the cloud. 

 

Screenshot of "Steep", a video game developed by Ubisoft Annecy, published by Ubisoft 05.12.16