Archive for the ‘Misc’ Category

The Internal Struggle

Saturday, June 19th, 2010

I had a realization today. I kill my own fun.

Now, wait, hear me out.

Recently I tried out Left for Dead 2 and I was totally gangbusters to start developing content for it. I played it for a few hours and then dove into the level editor and started hammering out buildings and figuring out entities and how everything works. This led to my wanting to make a survival map which has blossomed into my wanting to create a campaign which has led me to my inevitable destination – a partially built level and waning enthusiasm. I see how much work I have completed but I also see how much work lies ahead. Blech.

I realized that I’ve almost forgotten how to have fun with games. I’m so eager to jump into content creation now that I don’t just appreciate the game for what it is. I don’t have the patience for magic anymore; I NEED to see behind the curtain and I need to tame it.

So with that knowledge I’m now going to start getting back in touch with games and just playing them for the fun of it. I’m going to stop tearing off the hood and resist my inner temptations to know how everything works right off the bat.

The level designer in me wants to know what’s under the hood. The game player in me wants to put the top down and just drive. I think there’s room for a good balance here.

L4D2 : The Horde Has Me

Sunday, June 13th, 2010

I’ve taken a real interest in Left for Dead 2 lately. Something about that game has utterly grabbed me and I think that it’s a few key points.

  1. Zombies.
  2. The look of the game. I really like the art direction and the cohesive look to everything.
  3. The Director. The idea of an AI system that spawns monsters automatically to challenge you is very appealing. It means I can focus on the level structure and flow and not have to worry about when to spawn specific monsters.
  4. Hammer. I really like the Hammer editor. For games like Half-Life and Left for Dead, it’s ideal.

So, I dove in and started making L4D2 levels and met with dismal failure. The scale was wrong. The areas didn’t connect well. Everything was just – wrong. So I decided that what I needed to do was to take a step back and do some research first.

This research consists of two primary things:

  • What do the various entities in Hammer do?
  • What does proper geometry feel like in L4D2?
  • How do you create geometry that is easily editable and maintainable in the context of this game?

That last point may sound funny but it’s really not. It’s the difference between your staircases meeting the next floor properly and your doors and windows feeling like they’re in good positions – or not.

I found this great post over on World of Level Design that allowed me to get a grasp on the specific dimensions that L4D wants to use.

I then saw this reference link posted for ‘art deco’ style architecture around the USA and it got me to thinking. A lot of those buildings look like they would work in a video game. So let’s do that!

My current project, before trying to create a real L4D2 level, is to just create geometry. By referencing those photos as inspiration, I’m going to create a series of buildings in Hammer that feel good in the game. Once I do a few of these I think I’ll will be on a solid footing to create an actual level.

So, here’s my first attempt. I saw this building and was immediately interested:

Working from those shapes I came up with this:

The signage is obviously just temporary as the building could be anything you wanted it to be. I just liked the way it turned out, even with the basic developer textures on it. The shapes are what is important here, not the visuals.

Now, which picture should I work from next…

Blueprint Experiment – Done

Sunday, December 20th, 2009

Yeah, so that looks like a failure to me! A month later and I haven’t had any motivation to work on it in weeks so I think it’s dead. It was worth a try but obviously this strategy isn’t going to work for me. I’ll try something else next. Blueprinting was clearly not enough for me to maintain momentum – try and try again!

Blueprint Experiment – Day 5

Sunday, November 15th, 2009

I think I’m nearing the end of these blog posts. I know where I want the level to go from here and, as I said, it’s a small level so it shouldn’t take too long.

Screen shot 2009-11-15 at 1.28.46 PM

I’ve begun texturing some areas so I definitely feel like my brain is satisfied with the general structure at this point. Looking forward to finishing this layout!

Blueprint Experiment – Day 4

Wednesday, November 11th, 2009

I’m torn on how to post screen shots these days as the level progresses. I want to show how the level is moving along but at the same time I don’t want to give it all away before you even play it. I guess I’ll focus on tighter 3D shots from now on but go full monty on the orthographic view.

We’ve moved just over 700 brushes now and I think the end is in sight. As I said, this level won’t be huge or complicated – it’s just an experiment. :)

Screen shot 2009-11-11 at 6.06.35 AM

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Blueprint Experiment – Day 3

Sunday, November 8th, 2009

I’ve started to flesh in some combat here and there as I see a good scenario emerge. This doesn’t seem to conflict with the overall goal here as the combat is emerging from the blueprint process and the blueprint isn’t being compromised for the sake of it. It’s nice to have the two things feed on each other.

As an added bonus, I think I see what I want a large part of the level to be, thematically speaking. I also have a large chunk of the player path worked out in my head. Just gotta lay down the brushes.

You’ll also see some textures in the newer shots. I’ve decided that I’m going to texture any entities that are in the level. This allows me to see at a glance what is interactive in the level. This is having a cool side effect where I find myself wanting to add more entities because the area seems too static. Even if it’s busy work, it’s always cool to see something moving rather than a completely static environment.

Screen shot 2009-11-08 at 1.39.25 PM

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Blueprint Experiment – Day 2

Thursday, November 5th, 2009

Expanded the level a little, added some minor detail here and there and cleaned up texturing alignment.

266 Brushes

Screen shot 2009-11-05 at 6.31.40 AM

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The Blueprint Experiment

Tuesday, November 3rd, 2009

I’ve decided to try a new tactic for building Quake levels. I recognize that a large part of why my Quake levels often end up on the scrap heap is because I get too caught up in the details. You know, what textures should I use, adding more detail, tweaking lighting, etc. And those things are valuable, don’t get me wrong! But when the level itself isn’t complete, they are something of a waste of time.

When I was a younger man, this worked out alright regardless. I would have enough energy and focus that I could detail out a map as well as develop the layout and restructure things (aka throw away work) as I needed to. I didn’t care. These days, I care.

So here’s what I’m going to do. I’m going to start with this WAD file that I created:

Screen shot 2009-11-03 at 6.27.18 PM

This is what I call my “blueprint” WAD. This contains the basic texture shapes that most Quake WAD files use (including the case where you rotate them 90 degrees, of course). My plan is as follows:

  1. Lay out the level in it’s entirety using the blueprint textures, focusing on flow and monster gameplay.
  2. Add a minlight and a sunlight. Tweak the sunlight until it gives the level the look that I want.
  3. Add extra geometric detail and hot spot lighting sources. This will probably also be the stage where I start to apply real textures since lighting and it’s interaction with the textures becomes important.
  4. Remove the minlight and add small fill lights where necessary.

This is the basic plan but things may change – we’ll see! For now, I’ll update fairly regularly with the status of the level and where I’m at with it. This is where we’re starting from:

Screen shot 2009-11-03 at 6.37.34 PM

fitz0000

LevelEd Preview

Tuesday, October 20th, 2009

So since I got LevelEd working again with my threading fixes, I’ve started reworking the interface a little. The texture browser is now a floating window that can be resized and placed wherever you want it. It also supports multiple WADs now which is really nice. This frees up that bottom right pane to become another ortho viewport so you now have 2 of those. Here’s a shot to show which direction things are moving!

Screen shot 2009-10-20 at 6.02.12 AM

I’ve also refactored the input code so that it’s very flexible now. I’ve changed the default controls for LevelEd to more closely match UnrealEd (which is what I use all day at work). This makes it easier on me and now I can add alternate control schemes without too much trouble since it’s all nicely abstracted.

The new input code has allowed for some nice features like allowing easy zooming in the texture browser. It works just like it does in the ortho viewports!

I Am Such A Bad Programmer

Thursday, October 15th, 2009

It’s hard to believe that someone hasn’t come to my house and taken away my compilers yet. I’m serious.

Remember how I said that LevelEd was broken under Snow Leopard and I wasn’t sure how to fix it? Right, well, it turns out that the problem is that I had the renderer running on a thread but there were multiple threads making calls into OpenGL. This causes major problems, including Kernel Panics (hard lock on a Mac).

So once it dawned on me that the threading was probably at fault, I put in an NSLock to control access to the OpenGL drawing routines and now the editor works again.

What I don’t understand is – How did it ever work on Leopard? Why does Snow Leopard expose this problem where Leopard didn’t? It’s either software gremlins or maybe Leopard had a much more relaxed approach to threading or something.

At any rate, work can now continue on the endless project known as the ToeTag Editing Suite.