Our very first video log of our prototype game play, we have been very busy lately working on the early access game, which will be free to download and play, currently building the inventory and crafting features for YAARRGH!
While we are busy working hard on the new features, Inventory, Blueprints, Crafting and Items for YAARRGH! We ain’t ready to show off any of those features, so in the mean time, I decided to do a video log of our game.
We hope you enjoy our video, cause making a voxel type game, is very hard and creating a procedural sandbox world is the hardest project that I have ever worked on!
Inspired by Dota2 stylised artwork, my mission as a 3dArtist was to create our unique YAARRGH stylised texturing workflow. This workflow has to suit our current resources of 1 & 1/2 staff, so it needs to flow quickly and not hold up production time schedules.
Armed with a Designer stylised filter tutorial and a professional 3dartist email for guidance I set to work over the 2017 Christmas holidays determined to complete the task.
Building new stylised filter within Designer, not sure how this is going to work?
Finally able to control stylised look with specific filter parameters, feeling more confident at this stage.
Example of filter results within Designer, very happy at this stage with progress.
Working with low poly gaming models, i love how we can sculpt into a high poly model and bake out detailed maps for the game, fun times are ahead.
Using the baked world space normals map from each model, i eventually was able to lock in fine details from the sculpted high poly 3D items. (Baking is commonly used to capture detailed surfaces from objects that are otherwise too dense or resource heavy to be used directly in games, film, or other types of visual media)
I focus primarily on the digital highres sculpts, so after blocking out a low poly model, I spend alot of my time getting the details in. Then i import into Painter, add base colours and apply our YAARRGH filter. New Stylised artwork ready to export into the game. After hours of trial and many, many errors at the start of this mission, YAARRGH! is now on the path to having Abstract Stylised textures and fresh models, as time goes on i will implement these new items and textures throughout our game. Learning new Stylised skills everyday with this new workflow.
For January 2018, we have been busy little bees working hard on the new game inventory system for YAARRGH! Just two major game design to go before YAARRGH! Can be at the alpha game stages, no more prototyping, an actual game. The first design stage is the inventory system and than after that, the multi-player network design.
This is our first design draft of a game inventory system for YAARRGH! The next stages of the design draft will also include Crafting and Blueprints and the final stages will have random chest, player attributes and item spawning. This will be a boring technical documentation, show casing the technologies and design patterns for handling game data inside of YAARRGH!
Most of the time we try to make our videos or documentation funny but sometimes we will also touch on some technical information as well, however I personally try not to dive in to deep, cause most of the people reading our blogs just enjoy playing games but for anyone interested in modding games, this type of documentation would be of more interesting reading.
All of YAARRGH! Game data is store in XML files and all images are stored as texture packs, located in the game directory (Streaming Assets), here anyone can mod these files. We load images into texture arrays after slicing up a texture pack, all XML data is disputed throughout the game using ECS (Entity Component System) design pattern.
I have created a data editing tool for development of YAARRGH! This tool in the below screen-shot is used for Add/Edit/Delete game items in the Item XML file, but anyone could preform edits directly on the XML file for modding purposes.
Entity Component System design pattern is what we are using for handling all of the game data for YAARRGH! Why I have chosen to use it, is because all of my software engineer career, I have developed data driven Application & Websites, so this makes sense to me, plus way easier for bug finding and testing, REM out a component system will not corrupt your project and allowing the separating of individual systems.
Please note that all texture used in these screen-shots are for testing purposes only and will not be in the final product.
Grab ya rum and give me ya ears, cause if you want to survive those cold blue moons, ya gonna need to know how to build a shack, a place to call home, a place to stash ya rum and a place to hide ya loot.
Construction requires a hammer and to equip a hammer can be found scrolling through your tools using the keyboard shortcut key [E] you will also find other handy tools like the pickaxe for digging large areas or shovel for removing blocks or tiding up around the place.
Hammer is used for placing blocks and changing blocks using the keyboard shortcut [TAB] or the mouse middle button [SCROLL] to scroll through the different block types and sizes, when placing blocks you will notice a transparency block showing you where your blocks will be place once you click the mouse button [RIGHT].
Weapons can be equip by scrolling through you weapons using the keyboard shortcut key [Q] and using the mouse button [LEFT] to attack, be careful with TNT cause a missed place throw can blow up ya face.
Everything will change in the future once we introduce crafting and storage, for now you can build a fortress to keep those monster out and keep you safe, cause monsters are bad.
COMING VERY SOON!
All texture are for testing and are using a texture pack created for the prototype game, which will be replace with new textures designed for YAARRGH!.
Early September 2017 will be the first playable INDEV build [YAARRGH!-1.3.4] with building and construction included, plus more monsters and animals too, anyone wanting to try it out can download for free and also please forgive our indieness, cause there is still lots of bugs, in-completed content and lacking rum!
When I started creating YAARRGH! Back in 2016, was wanting a game engine similar to the earlier GreedyVox engine made with JAVA, with block construction and better graphics, so building the new GreedyVox engine with C# and starting a new, many moons later we now have YAARRGH!
Over the next one hundred moons all my development time will be focusing on more construction and ship building, more improvements, fixes and game performance and in the mean time our artist will be added more monsters and animals.
Plus extra screen-shot below, from the GreedyVox team of 1 and a half men without any rum.