What’s up Project Confrontation Community!
Hope everyone is doing well! Social media has been very active! I appreciate you keeping me busy! More back end work is being worked on so testing slowed down for me a bit. Watching community members streams and playing PUBS has been fun and entertaining!
Don’t forget to follow us on Twitter, Instagram, Facebook, Reddit, Steam and our PS4 Group(Project Confrontation) there you will find updates, SS, interact with community members, talk about our project and SOCOM! You will also get to game and/or watch streams from members from the community.
Thanks for your support, spread the word and see you next Devblog!! Now for the good stuff…hope you enjoy Devblog #22!
A lot of what I have been up to over the past few weeks is improvements to what’s already in game, and gathering assets we started months ago, getting them integrated both in the project, and for the new character. I also provided some networking help to Reaper, specifically in the server selection scene. Reaper is a quick learner, and I will probably take a hands off approach to his work from this point forward, unless asked of course.
z3reezy and I played around with animation events, and curves in an attempt to get the character audio setup, and sounding on point. This is going to be a pretty large task, and you probably wont see the results of this for a few dev blogs. Reason being is that I am not that experienced when it comes to how audio should be handled in engine with relation to animation, so give me a few weeks to research, and I am sure we can bang this out pretty easy.
Before we discovered animation events/curves, I wrote a entire class to handle the movement audio, and the reason it was no good was the inconsistency with playing sounds at just the right time. It relied heavily on ray casting, and seemed extremely slow for what we needed. We obviously ended up ditching it altogether, but now that we know there is a better way, we will explore that route next.
Shooting has been disabled for the last few weeks, while I work on improving the code, and rewriting the stuff that was to unpredictable to keep. I am going to do a complete overhaul of how the player loadout is set and instantiated when a map starts. One of the roadblocks I ran into with my initial code design was switching the held weapon. It was possible to switch weapons with the prototype code, but it was sloppy, and not very optimized.
Another obstacle with integration of the new character was the fact that the weapons local properties, such as position, scale, rotation were set for the old character. Each weapon needs to be set by hand manually to the new character now, its somewhat of a daunting task. It’s not difficult just time consuming. Along with setting the local properties of the weapons comes the local properties of the the weapons attachments, and ik objects that each gun needs for proper hand placement. It takes time to do this for everything, but once its done it should not need to be done again, unless we change our characters base model again.
As I was doing all that, our muzzleflash was horrendous, so I started playing around with different designs and consulting the team about whether or not we wanted the same design per weapon, it was pretty much universally agreed that we wanted different designs for each gun class, so I added a option to store specific muzzle flashes to our weapon database.
Old Muzzle Flash
New Muzzle Flash
This has since been toned down quite a bit from what you see in the gif, but the quality is pretty decent compared to what we had.
Speaking of our weapon database, I also changed the way gun types are identified. Originally I had types identified as primary, secondary, equipment, but this was to vague for all the extra weapon features we want, so now the guntype enum holds, assault, smg, pistol, shotgun, sniper. This should give us better options, and it will be easier to write code while being able to better identify the gun and how the gun should behave with our extra properties we added.
We had quite a few bugs with the character animation, specifically the climb, so ranger helped me pinpoint a few of those issues. We also tested using a noclimb tagging system for objects that we definitely dont want the player to be able to climb, and it worked to some degree. However I did disable this functionality until I have more time to make it more robust. There is still a lot to do here, not just with the climb, but other areas of the character animation. It will slowly improve over time once I have most of what I want in, and I will be back to doing animations full time again.
Someone on the team downloaded a standard asset pack into the project, and I assume it was for something completely different than what I was using it for, but shit I seen a bunch of shiny new assets, and had to play around with them a little. Images effects were among some of these new assets, so I started to experiment.
I was just playing around with random stuff, and ended up making something that resembled being hit with a flashbang. With this same image effect I was also able to create something that looked like the camera was under water, so these things can be tweaked for multiple purposes.
Motion Blur/Color Correction/Depth Of Field
No one on the team really liked this stuff, so I binded these options to the F4 button, with the effects being disabled by default. It definitely needs work, because it seems to make everything a little too dark. These things will likely end up in the options scene in the UI eventually.
These past two weeks, Rev and I have been pretty busy. I have created a new REST web service to hold all game information and have enabled SSL for the web service to increase the security of player data. I have created the Log In, Registration, Main Menu, Announcements, Regions, Rooms, and Game Lobby scenes according to Rev’s designs.
Included below are screen shots of each of these screens for you to view. Please keep in mind that these are still WIP and will change over time. Rev and I go back and apply some polish to the scenes every few days to ensure that they are as clean and functional as possible. It is also worth noting that the colors in these scenes are subject to change due to a particular set of blend modes, used by Rev in Photoshop, not being available in Unity by default. Once we have the scenes in the layout we are looking for, I will be writing custom shaders that will function like the Photoshop blend modes to correct the colors.
3D Modelers/Texture Artists
Welcome back and thanks for following the Dev Blog.
Foxhole has started to come together really nice for a map that was put together with a mixture of free and home made models, its going to be a fun map to play.
I have spent a good deal of time moving fixing all the spots that don’t line up or are misaligned, that is a never ending thing.
Lighting and reflection probes was also something I spent a great deal of time setting up over the last few weeks trying to reduce dark corners for people to hide in.
Below are some power lines and light posts, I have 2 spots where sparks come from the wires (still a WIP).
The biggest change was the trenches. I removed the dead ends on both sides, connected the one end to the main trench and the other is now a direct path to the water
I also added tops to the trenches and some boxes to close it in a bit and give you some cover once in the trenches
Thanks for all the support see you next time…
Hi! I’ve been working on multiple things over the weeks. Worked on a lean animation for the character that will be implemented soon. Added the AK-47 and knife in game so Sour can get started with the IK setup and knifing animation. Made a fence and some hay bales for Geronimo, worked on textures in Geronimo and started a WIP female SEAL character! Yes FEMALE! Enjoy!
This is the rig for character. I made the lean with this!
This is the fence that is placed through out certain areas of the map and a few other assets in the background. WIP
The female character! Still a WIP but she’s hot! Let us know what you think about the female character.
Hey guys, the past couple of weeks myself and Code Reaper have been working together to implement the concept designs of the UI and menus into Unity to where they look good and also function properly. My job has really just been gathering my assets and packaging them for Reaper to implement into Unity. As you can see from the screenshots above, we’ve got a decent amount completed in a short span of time working together. We’ve still got a long ways to go as there is much more to tweak and implement. I do want to stress the blending that Reaper has mentioned for the designs I have made, once he has time to implement shaders, this will make the design look much closer to my original concept designs.
As far as the hud goes I did have time to create the scoreboard, round stats page, and final stats screen page. Here are those concepts…
Scoreboard (character/map background is an old screenshot)
Round Stats Screen
Final Stats Screen
Talk to you guys in a few weeks. later!
What’s up everyone! I’m going to start it off with explaining what’s been happening over the past few weeks concerning my workflow for the project.
Character footstep implementation
Ideas have been bouncing around among the team to figure out which method we should use in order to implement our footsteps for the characters and we finally came to a conclusion. Curves!
We are working on getting these features in but there is no time frame on when this is going to be implemented, so bare with us! The audio for footsteps was fairly easy to do, other then trying to figure out the length of what a step should be and how it should sound based off our textures in game. All in all, the assets are in and just waiting to be implemented.
UI Sound effects
I hope everyone is excited as much as I am with the way the new user interface is looking! With that said, I decided to tap in the way the UI should sound like when navigating through the interface for example button sounds or scene switching from main lobby to game lobby etc. This process is in it’s beginning stages as of right now until everything has be finalized with which effects sounds best for the interface.
Workflow (Additional plugins and external programs)
I’ve been doing some research on plugins for unity in regards to audio and I found a few external programs and plugins that will help with implementation of audio along with additional settings that broadens what you can do within unity instead of relying on external programs like a DAW to adjust settings or add effects to certain audio files.
Fabric is one of the plugins I am looking into that will control anything that deals with audio. It offers a wide range of settings within unity that will help implement features without having to switch back and forth between my DAW and unity. Along with fabric, FMod and Wwise is still in discussion whether or not we want to take that route.
FMod and Wwise are external programs that work with unity specifically and are well known among AAA title developers. In the meantime, fabric is looking promising and will take time to learn and implement as we progress with our project.
Menu music (Rise of the Phoenix – User interface: Final version)
I’m happy to announce the final version of our main menu theme music for our project. Combined with some samples and a little tweaking, I managed to create an awesome track that the team and I are very pleased with. Since the last update of the menu music, I decided to do something a little different this time around to give you guys an idea of what you guys would be hearing as you navigate through our user interface. I hope you guys enjoy it.
Until next time!!!
Fixed left jump twisting arms and gun
Added motion blur
Fixed gun placement when running forrward
Reduced animation gitter when turning while in sprint
Matched look speeds for controller and mouse
Fixed gravity while in prone
Fixed being able to climb legdes in prone
Added depth of field
Added color correction
Added new muzzleflash
Added server/region logic
Fixed crouched climb
Added no climb