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Author Topic: FA Development - The Construct  (Read 20829 times)

Offline Revalis

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FA Development - The Construct
« on: May 31, 2013, 03:24:46 pm »
Going to start tracking Development Progress in this thread. Feel free to interject comments/suggestions/questions at any time; or lurk in style.



What is this thing?
This - is the Construct.  It's our 'Loading Program'. We can load anything from clothing to equipment, weapons, training simulations -- anything we need.


How does it work?
As of right now, the Construct relies on a user that is defined as a Server. When a user with the access level of a server logs into the system, s/he will automatically generate a game server and begin hosting it on a private port (based on Unity Networking and session hosting).

When a game is being hosted, other users of all access levels will then be able to log in and join the Construct in whatever Program is currently loaded.

To begin, however, you will first need to have a character.
The Login System at the launch of the game is not the standard 'enter username and password' like in most games. I've built it to resemble a terminal screen, so you must actually log into the Matrix old-school-style. In order to register, you will need an access code to authenticate with the system.

The access code is the same as the one required in an early phase of the SWTOR Challenge. ;)

Once you've completed registration, a character will be auto-generated based on default settings.


This empty shell is your Residual Self Image.

Things are a little confusing at this point; mostly because I haven't generated the number of assets that would be necessary to create a fitting Character Customization system. That said, it is one of my next intentions. I have most of the back-end in place for customization, so it will probably be next on the list after Rift integration.

BUT I can still do some minor customizations, manually, until this system is in place. I have a few test textures I generated (which I'll provide at the end) that can be extended if anyone wants their own custom textures.

Moving on from here, I have systems in place to pretty much handle implementation for doing whatever we want.

Like the 'Server' Access Level, there is also a secondary Access Level that will flag a user as an 'Operator' -- currently, that has been my toy for dropping surprises on people. Operators have an extended GUI that allows them to Spawn Objects or Load Programs.

Outside of Access Levels, there are also RSI (or Character) Levels. These are kept separate from server-controlling-abilities. For the time being, Level determines access to the accessories worn by the character: Hat, Coat, and Shades.  This will likely be altered when Character Customization is put in place.

However, it also is the control for access to physical abilities.
Like Hyper Jump.


Programs
Programs are the levels inside the Construct. At the moment, only one program can be loaded at any time. When a new program is loaded, all players currently in the Construct will be loaded into the new program; subsequent logins into the Construct will be spawned in the active program.

Currently, there are three programs in development:
1) The White Room - This is the initial loading program of the Construct. Not much happens here, but it's an easy place to test spawning of items, animations, abilities, etc.

2) The Jump Program - This is the testing ground for the Hyper Jump ability. It's a bit confusing and needs some love, but for testing purposes, it does the job.



3) Mobil Ave - Not quite complete/integrated into the game yet, but it will be a third playground area. If I eventually break the server out into multiple program loads, I may have this be the initial loading zone for non-FA 'guests' to the server (if we decide to allow that as well).



Camera Modes
So, ultimately, the goal is to have this be an Oculus Rift experience. So, I'm working towards that goal in stages. Currently, the primary method of control is via a 3rd Person Perspective. This camera can always be activated using the '[' key.

I've also implemented a rough First Person camera mode which can be activated by using the ']' key. Currently, though, it is disconnected from the player; and so looking around (with the mouse) will not turn the player at his base.


Development
So, that's about it for functionality.

On the development side of the Construct, there is a lot- A LOT- of stuff that could be done to improve what we have and can ultimately deliver.

If anyone would like to lend a hand in any way, it would definitely be  appreciated. More than anything, "Asset Development" is going to be the area in which I need the most help.


Models, Rigging, Animation
I am using 3DS Max 2014 to build all of the models for the game. If anyone out there has experience in 3d modeling and access to software, I can either give .max files or export it to some digestible format. Controls in red handle IK, controls in blue handle FK. ONLY the controls are animated and animations are baked into the mesh at export (FBX) for Unity.


Animations are extracted in Unity and split from Takes using the Mecanim System. I've built a Character Controller that handles calling the animations as well as syncing them over Multiplayer.



Materials and Textures
I've spent the majority of my time on the previous section; to the point of draining what little care I have for this part entirely. :P  I do enjoy modeling, despite being mediocre at it, but I suck at texturing.

For what it's worth, I've already done the time consuming part of unwrapping all of the models that I've created and slapped together a PSD Template file for creating textures. Feel free to grab it and texture til your heart's content. Send or Post what you create and I'll add them into future build updates.

PSD Template File
« Last Edit: August 28, 2014, 03:01:29 pm by Tbone »

Offline Revalis

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Re: FA Development - The Construct
« Reply #1 on: May 31, 2013, 03:25:13 pm »
Reserving

Offline Manic Velocity

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Re: FA Development - The Construct
« Reply #2 on: May 31, 2013, 03:41:27 pm »

Offline Erathaol

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Re: FA Development - The Construct
« Reply #3 on: May 31, 2013, 04:45:51 pm »
Quote from: "ManicVelocity"



Offline Strod

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Re: FA Development - The Construct
« Reply #4 on: May 31, 2013, 05:00:14 pm »
Looking great Rev, thank you for this.


Furious since 2006.

Offline Anamodiel

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Re: FA Development - The Construct
« Reply #5 on: May 31, 2013, 05:29:10 pm »
There needs to be a rotating galaxy.


...And we will strike down upon those of Darkness, with great vengeance and Furious Anger, those who attempt to poison and destroy my brothers.

Offline Lithium

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Re: FA Development - The Construct
« Reply #6 on: May 31, 2013, 05:50:15 pm »
What language or framework is used that pulls all the 3d models together to build the 'gameplay' part? C or C++ probably?

Don't believe everything you think.

Offline Revalis

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Re: FA Development - The Construct
« Reply #7 on: May 31, 2013, 06:19:03 pm »
Quote from: "Lithium"
What language or framework is used that pulls all the 3d models together to build the 'gameplay' part? C or C++ probably?


I'm using Javascript mostly; C# is the alternative. And everything is compiled by Unity.
 
http://docs.unity3d.com/Documentation/ScriptReference/index.html

Offline Lithium

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Re: FA Development - The Construct
« Reply #8 on: May 31, 2013, 06:28:31 pm »
Ugh, JavaScript... I just haven't been able to jump on that bandwagon. I like C#. I'm actually surprised it compiles C# and not like Java or something.

Don't believe everything you think.

Offline Tbone

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Re: FA Development - The Construct
« Reply #9 on: May 31, 2013, 06:41:01 pm »
This is the greatest thing ever. You guys have no idea how awesome this could be in the Rift!

Some quick thoughts while at work...

UI - once loaded into the construct, it would be nice to have a floating UI of choices rather than a console that requires typing. As you can imagine, typing isn't easy in the Rift. People are doing a lot of work with floating UIs/menus in Unity. You could use your head to hover over choices.

External Programs - This is more of a long term goal, but it would be cool to launch a different game/program from the Constuct. So maybe the server or operator chooses a game, and everyone connected has that game launched at the same time. The Construct would auto close after the game launches. In this way the Construct would act as a sort of lobby where members could hang out and screw aroun in VR while waiting for everyone to arrive or while deciding what game to play. It would also keep the immersion if it is loaded directly from one VR world to the next, instead of going through the desktop. Something to think about!

I love love love the idea of FA having their own exclusive VR hangout space and it could be a major draw for people to join our community.

Offline Revalis

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Re: FA Development - The Construct
« Reply #10 on: May 31, 2013, 07:38:16 pm »
Quote from: "Lithium"
Ugh, JavaScript... I just haven't been able to jump on that bandwagon. I like C#. I'm actually surprised it compiles C# and not like Java or something.


Yeah, I felt the same way at first, but it turns out Javascript is really simple. Or at least really really close to AS3, which is what I started learning on. So it's working out well for me. And C# is at least easy to read and convert to Javascript.

Quote from: "Tbone"
UI - once loaded into the construct, it would be nice to have a floating UI of choices rather than a console that requires typing.

You won't have to do any typing once you're logged in; save for chat, if we decide to implement that later on -- though assuming we're using TS in tandem, not sure it's necessary.  That said, though, I do want to spend some time on making sure the UI is right. At the moment, I haven't spent any time on skinning it or making special buttons; everything is stock.
From your experience with the Rift, though, tell me: Do you have no control over the mouse generally? Is where you look the reticle? Is it better to give you a toggle ability to switch in and out of a locked cursor point?

Quote from: "Tbone"
External Programs - This is more of a long term goal, but it would be cool to launch a different game/program from the Constuct.

Haha. Spoilers...
Already researched and have a preliminary function for this in place. At the moment, the downside is having to manually enter application location. It can't find applications for you. So I'm trying to think through a way of giving the user an easy, intuitive way of entering program information (ie, pathing).

Offline Tbone

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Re: FA Development - The Construct
« Reply #11 on: May 31, 2013, 08:22:21 pm »
Quote from: "Revalis"

You won't have to do any typing once you're logged in; save for chat, if we decide to implement that later on -- though assuming we're using TS in tandem, not sure it's necessary.  That said, though, I do want to spend some time on making sure the UI is right. At the moment, I haven't spent any time on skinning it or making special buttons; everything is stock.
From your experience with the Rift, though, tell me: Do you have no control over the mouse generally? Is where you look the reticle? Is it better to give you a toggle ability to switch in and out of a locked cursor point?

Right now everyone is trying hard to find the best input devices. Most are in agreement that the mouse/keyboard isn't it. That being said, TF2 is a good example of a game experimenting with different controls. You do NOT want the mouse to control where you look, so the cursor is usually independent of head tracking. Some controls just have it locked in the center of the screen, so you aim where you look. Others let you use the mouse to move the cursor around where you are looking. One method is that if the cursor goes close to the edge, it moves where you look.

Ultimately you'll want something that is compatible with a controller, the Razer Hydra, and any other standard that comes along. These different input devices are going to become much more popular. I'll try to find some videos for you to look at when I have some time.  

Oh, and UI also needs to be closer to the center of the screen. Just like you can't make out details in your peripheral vision, you can't make out details in the edges of the Rift either.

Offline Tecknik

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Re: FA Development - The Construct
« Reply #12 on: May 31, 2013, 09:45:52 pm »
Quote from: "Erathaol"
Quote from: "ManicVelocity"




Offline Avzeke (Khr0n1k)

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Re: FA Development - The Construct
« Reply #13 on: June 01, 2013, 12:23:55 am »
Quote from: "Revalis"

Quote from: "Tbone"
External Programs - This is more of a long term goal, but it would be cool to launch a different game/program from the Constuct.

Haha. Spoilers...
Already researched and have a preliminary function for this in place. At the moment, the downside is having to manually enter application location. It can't find applications for you. So I'm trying to think through a way of giving the user an easy, intuitive way of entering program information (ie, pathing).


I know to launch steam games you can just use the url steam://run/<id>
https://developer.valvesoftware.com/wiki/Steam_browser_protocol

You could just have a list of steam games to pick from. Of course that doesn't help for non-steam games.


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Artifice, Archaeology, Treasure Hunting

Offline Tbone

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Re: FA Development - The Construct
« Reply #14 on: June 01, 2013, 02:09:25 am »
http://www.reddit.com/r/oculus/comments/1fg584/iama_3d_modeler_and_texture_artist_looking_to_get/

I'm not sure if he's looking for paid gigs or just doing it as a hobby since he loves VR. Might be worth contacting, though.

 

 

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