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DARKNADO: FPS Survival Terror

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  • DARKNADO: FPS Survival Terror


    Welcome to Project Fujita. Initially started as a collaborative entry level game project that combines Tornado Destruction, Survival Terror, and Storm Chasing into a First-Person/Third-Person Multi-player Survival Warfare. The project originated and combined game play concepts conceived in the following threads 1 and 2. This is the official WIP Thread and will serve as a living design and development document. As of 04/09/2014 UDK development has ceased. However, game story and concept will be up for considered for migration to UE4.

    Target Audience

    Project Fujita is geared towards talented individuals of various level, seeking to enhance their portfolios, and boost their experience working with UDK in an online team structure. We are particularly in need of Modular Art Assets for Architecture, Characters/Monsters, and Vehicles. All contributions: assets, scripts, documentation, and others are considered to be property of the UDK Community reserved for use in ProjectFujita Game(s) and promotion.

    The Game: DARKNADO

    DARKNADO pits a band of Survivors on a Futuristic Man-made Byland in which Dimensional Portals materialize in the form of massive Mobile Vortices, destroying all in the path and spewing out hordes of monsters from unknown dimensions. The Vortices also bring other-worldly power-ups and weapons left in the wake of destruction. Players must scavenge ruins for power-ups to maintain stamina and weapons to defend themselves in seeking refuge in undamaged safe houses.

    Inspired by several Films and Games: Sharknado, Cloverfield, The Mist, Left4Dead, Unreal Tournament, Dead Island, EDF 2017, and Battlezone 1998. DARKNADO aims to intermix intense action combat and creepy down-time moments (to scavenge ruins for supplies) with opportunities for Jump Scares. And many other elements.

    Multi Multi-Player: Four Genres, One Open-World Level Map

    The Fujita
    Destruction Sim Genre

    Vortex Portals dubbed Fujita, destroy all in their path, gathering energy, increasing in mass and power to inflict greater havoc. The power they generate is so intense that they warp time and space, pulling hordes of monsters from other dimensions into our own. These outer-worldly creatures vary in size, speed, and attack strategy. Played in Third-Person/Third-Person Orbital, the Fujita earn points based on the amount destruction they inflict on the architecture, PC and NPC consumed by monsters.

    Survivor
    Survival Horror Genre

    The Survivor (Human), limited on weapons and resource must scavenge health/stamina supplies needed to maintain energy levels to reach designated temporary Storm Shelters (safe zone) for cover. Played in First-Person, Survivors earns points by scavenge ruins for valuable Trinkets, and safely reaching safe zones and surviving the wrath of the Fujita.

    Storm Force (Militarized Storm Chaser)
    Action Shooter Genre

    Storm Force Soldiers (Human/Vehicle) are skilled Storm Chasers/Soldiers that hunt down Fujita with Tornado Interceptor Vehicles are outfitted with sophisticated GPS and Armor allowing them to withstand significant damage. They also have access to Modern and Experimental (Sci-Fi) Weapons and Utilities. Played in 3rd-Person (Primary)/First-Person (In-the cockpit) Storm Chasers earn points by hunting down the elemental monsters and successfully launching/activating The Storm Trapper Probes.

    Storm Force Engineer Corp(Vehicle)
    RTS and Construction Genre

    SFEC has the tools and skills to gather scraps, reprocess, and rebuild destroyed architecture. Played in First-Person, SFEC earns points by their rebuilding time.

    Starting Point

    I've established a Perforce (P4) Server and Dropbox for the Project. If you're interested, use the registration form to provide info I can use to set up your credentials. I believe in using the tools I have available and the form automates setup. You aren't joining Arcade Komodo Developers Network, so if you don't have a Online Portfolio, just fill in required fields with: www.udk.com. I'll reply with your credentials via email. Once you have the credentials, follow this Tutorial to set up and you're ready to rock with Project Fujita. UnrealEd has built-in P4 source control support. New to P4? Take a look at the How to use Perforce Client Videos. I'll assist with any questions.
    The Team
    McTune
    Game-play Design/Programmer, Level Design, Geneal Artist (Props)
    Chay Hawk Level Design
    TechLord Game-play Design/Programming, Admin Support
    Aceronn
    Game-play Design/Programmer
    MoreRagtime
    General Artist
    Haytham
    Level Design, Environmental Artist
    Open Character Artist & Animator
    Open SoundFX, Music Engineer
    The Downloads
    Media Kit The Official Project Fujita Promotional Logo (png format)

  • #2
    TO DO List: Game-Play Implementation and Engineering Strategy (UPDATED!)


    Current State Progress Video

    STEP 1: Reverse Engineer UTGame (Complete )
    1. Create Empty UDK Project (Done!)
    2. Clone and Consolidate UTGame, UTGameContent, and UTEditor into ProjectFujita super class (Done!)
    3. Replace 'UT' with a new Prefix 'F6' (Done!)
    4. Compile and Execute (Done!)


    Although, this may appear tedious and unnecessary, this process has allowed me to quickly distinguish and dissect the structure of UTGame Code and Configuration. I also needed to reduce a couple of layers of code-hiding inheritance to make the code easier to see whats going on.

    STEP 1b: Rename/Relocate UT Content and Packages. (Work In Progress)

    I can successfully compile script and run ProjectFujita in UnrealEd. However, DM-Deck Map is empty. I have to remap ActorClasses in the Level Maps from UT to F6 prefix. I'm forced to get acquainted with UnrealEd and all the Tools. Due to relocating and renaming assets, UnrealEd cannot be locate the assets are removed upon load. This requires me to manually rebuild nodes with the new relabeled nodes. Not necessarily a bad thing in itself, but time consuming. All of the UTAnimNodes extend from UDKAnimNode with zero modification.
    1. Remapped Human Animtree Nodes (Done!)
    2. Remapped Phys_Materials (Done!)
    3. Repopulate DM-Deck with Actors (Done!)
    4. Rebuild VCTF-Necropolis with Actors (Hold)
    5. Rebuild Server Menus (Done!)
    6. Rebuild Mutators(WIP). Step 5 has a dependency on this.


    STEP 2: Define Players: Tornado, Survivor, Storm Chaser, and Monstrosities.

    Out of these there Player Types, the Tornado is the most unique to the UTGame. The the sheer body and scale of the Fujita compared to the other characters will require some highly customized code. I intend to use McTune's Tornado implementation to construct the body component. However, if I'm left to my own devices, I will be pulling design notes from my Golem Construction System, which essentially creates animated monsters from an assortment of Fragments (physics objects) suspended in force fields bound to an animated skeleton.

    STEP 3: Destruct/Reconstruct-abled Architecture

    I'd imagine that Destructible Architecture would need to be re-spawnable, deal with lighting somewhat realistically: real-time shadows, varied strength/resistance to destruction (for some reason the story of Three Little Pigs come to mind), and be inhabited/navigated by player/bot. I have every intention of using APEX Destruction. Most demos I've seen using Apex uses a projectile vs static wall, I can see a manually controlled projectile (force burst) being useful, giving the Player Tornado even more interactivity in the destruction process.


    I would like to implement Modular Human Character for flexibility. The Modular Pawn UDK Gem already provides the start up code, just need to get some geometry assets. I'm no artist, so I'm seeking out freely available character assets.

    STEP 3b: Camera Lens Effects in Full Effect.

    Although the game is played in First and Third Perspectives, I will implement all view for testing. I'm going to implement Camera Lens Effects for Weather, Day/Night Cycle, LensFlares, and Lightning Effects. I'm seeking for pre-written source for these effects. Looking for donations.

    STEP 4: Weapons

    I'm going to take advantage of the current UTGame codebase using the weapons system to implement projectiles. Player Tornadoes will use the system to toss debris, emit high-wind force burst, lightening bolts, all manners of destruction. Stormchaser can utilize the rocket launcher to launch probes into the Tornado. I anticipate rapid implementation code-wise, however, content-wise we need to design new representations at least for the probe launcher. Most likely use some translucent tentacle thingy to represent a Tornado Arm of destruction.

    STEP 4b: Trinkets and Power-Aid

    I'm going to take advantage of the current UTGame codebase to create pickups. Regenerative Health Pickup will use the UTGame implementation. I mentioned Trinkets, these are items that spawn in destroyed (pre -reconstructed) locations. Scavenger Hunt for Survivors.

    STEP 5: Modularize GameInfo Behaviors

    Once I'm able to successfully compile and run. My next goal will be to analyze the gameinfo gametypes and identify code handling the shared and unique game-play behaviors define within each. Once I'm able to id these game-play behaviors, I will attempt to isolate and compartmentalize the game-play behaviors into self-contained segments that be added/removed to create new gametypes in a modular fashion.

    Comment


    • #3
      Techlord's 'Research Paper' Reference (Subject to change without notice)

      Elementals

      Audio

      Debris

      Safe Zones

      Games

      Comment


      • #4
        Bonus Gametypes: Sharknado? Zombinado? Giant Arachnonado?


        LOL!!!

        Comment


        • #5
          Nice, I think it would be a decent idea to add a game mode allowing more survivors, like it could be more than just a battle against the tornado. and that leaves room for possible teamwork, which is always rewarding in games to function well as a team. And are we going for photo realism? or are we going to have an art style for the game?

          Comment


          • #6
            Originally posted by More Ragtime View Post
            Nice, I think it would be a decent idea to add a game mode allowing more survivors, like it could be more than just a battle against the tornado. and that leaves room for possible teamwork, which is always rewarding in games to function well as a team. And are we going for photo realism? or are we going to have an art style for the game?
            Sharknado Gametype was a bad joke on my part. Can you elaborate on 'adding more survivors'. I like the idea of Teamwork and it just makes sense. Most of console games I purchase must have a Story Co-Op Mode. I did anticipate the implementation of simple follow-the-leader teamwork AI for Bots. Player based teamwork could be much broader (Left 4 Dead and Army of Two come to mind).

            I honestly don't have a particular art-style, but, when I visualize game-play in my mind's-eye, photo-realism is what I envision. I'm most likely being influenced by all the movies (Twister, Cloverfield, Nailbiter, Sharknado) and tornado footage I've watched. Additionally, I live in Oz and I've seen Tornadoes up close and personal. I might be biased, but, I do believe photo-realism will enhance the fear-factor and significantly separate this product from Tornado Jockey. I'll leave the decision in the hands of the Artists. If a vote is taken, you know where I stand.

            Comment


            • #7
              I gonna agree with Ragtime. welcome to the group by the way.

              so More Ragtime your an artist, graphic artist or are you a modeler as well? I am just trying to touch base figure out what's up. If you do model I have a few things to go over with ya. If your not then we should find a modeler otherwise this project is going to take way to long.

              Comment


              • #8
                I like it all so far, do we have any concept art? any ideas on how big the map will be? Also i know someone from the forums here who can make us music if need be.

                Oh and is project fujita the official title or is it a working title?

                Comment


                • #9
                  Originally posted by Chay Hawk View Post
                  I like it all so far, do we have any concept art? any ideas on how big the map will be? Also i know someone from the forums here who can make us music if need be.

                  Oh and is project fujita the official title or is it a working title?
                  My Wife advised this is more so Survival Terror, not Survival Horror. She don't play Video Games. Go Figure.

                  Project Fujita is the project title and pseudo-working title, codename: F6. Lets have some fun brainstorming some game titles and vote for an official one after we get some decent game-play working. The current titles swirling in my head is: `Force(s) Of Nature (The Sequel to FoN)`, `F U J I T A 6`, `Freaks Of Nature`, `N I M B U S`, 'HellstoneS', `DARKNADO`, `Rain of Terror`, `UPDRAFT`, `s u r v i v e.`, `Horn of the Unicorn`, `The Vortex`

                  Concept Art? Reference the banner image at the top of thread, inspiration the movies Cloverfield and Twister. Photo-Realism, Modern Architecture, City and densely populated Towns. We need plenty of places for Tornadoes to smash, and Survivors to hide. Additional concept art will require online/real-world research on your part.

                  Comment


                  • #10
                    What about models? buildings arent hard to make but what about the street lights, cars etc? how big is this city? also if i make everything out of BSP were going to have some performance issues. If the city is really big that is. I would at least like a drawing of the map, even if its a crude Microsoft Paint one, I need an idea of what im doing here i cannot work blindly.

                    As for Project names ill think of some, one off the top of my head is Dark Wind.

                    Comment


                    • #11
                      Originally posted by Chay Hawk View Post
                      What about models? buildings arent hard to make but what about the street lights, cars etc? how big is this city? also if i make everything out of BSP were going to have some performance issues. If the city is really big that is. I would at least like a drawing of the map, even if its a crude Microsoft Paint one, I need an idea of what im doing here i cannot work blindly.

                      As for Project names ill think of some, one off the top of my head is Dark Wind.
                      D E S T R U C T I O N is a major element of the game and in my opinion, everything has to be destroyable. I'd anticipate destructible Architecture will be modular, constructed from Static meshes for Debris Fragmentation and Re-spawnabilty. Other considerations: deal with lighting somewhat realistically: real-time shadows, varied strength/resistance to destruction (three little pigs), and utilize dynamic NavMeshes for navigation/occupation by player/bot. I'd expect to make heavy use APEX Destruction and the Fracture Tools. Additionally, how the architecture is assembled could be useful in its destruction. With these considerations, I'm certain BSP will NOT be used. McTune has developed destructible buildings, I would consider him the subject matter expert.

                      For Reference, perhaps you can try Google Earth and zoom in on a section of New York or Town of your choice. The starter map size 3x3 City Blocks? Need the Level Designers to weigh in on this. Perhaps we can employ ProcBuildings to populate the map. MoreRagtime is handling Props I believe (please correct me if im wrong), however, I'd encourage everyone to scavenge the net for Free high-quality props.

                      Comment


                      • #12
                        Ok, i can do that, but im not very good with lighting though. I know how to use it and change colors and make different types and all that but i dont know how to make it realistic looking. If MoreRagtime can make me some roads and some sidewalk corners then it would be an immense help, you have no idea how difficult its going to be if i have to go back and re size things.

                        Comment


                        • #13
                          Is this on an island? Sorry for the 20 questions but the more information i have the better i can make it. I think im going to let the new guy work on the terrain and ill work on the buildings.

                          Also where are we getting textures from?

                          Comment


                          • #14
                            Originally posted by Chay Hawk View Post
                            Is this on an island? Sorry for the 20 questions but the more information i have the better i can make it. I think im going to let the new guy work on the terrain and ill work on the buildings.
                            We need even more questions. We are in the design phase. I would vote YES for a Island. In fact, McTune and I was discussing this here. Advantages to using Island:
                            1. Logically fuse various types environments (ie: city, farm, tropical, forest, beach,etc) on a single map.
                            2. Suitable for Open World or in singular level section loading without breaking immersion. Sorta like what GTA's Liberty City and Dead Island.
                            3. Extendible. There are several Man made Islands. This could also serve as plot device and back-story.


                            I'm outlining the game mechanics based on a Open World or what I call a Infinite Level Map (a multiplayer map with no endgame rules). These game-play mechanisms will be suitable for both open world and tournament style game play modes. Here's my current list of Game-Play Mechanics:
                            • AI Controlled: Tornadoes, Survivors, Storm Chasers. These Entities are re-spawned by the AI even if no Human controlled players are in the Map. The process of Destruction/Re-spawning is continuous so that human players can enter the map at anytime and immediately get into the action.
                            • Destruction Power Charge. Tornadoes destroy, that's what they do. We award destruction. Earn more power to wreak more havoc, with more destruction. This is a charge-up meter game-play mechanism that drives the motivation to destroy greater and greater during game-play.
                            • Destructible Architecture Reconstruction (respawn). Architecture Fragments aka Debris pose a threat to survival. We have to replenish the map with Architecture to destroy and threats to survival.
                            • Permanent Death. Not much incentive to stay alive if you can be reincarnated forever without severe penalty.
                            • Energy consumption and Energy Recharge Pickups. This is a simple game-play mechanism. Players consume energy by their existence alone, they require a fuel source to replenish. Re-spawning Pickups in various locations drive the motivation to take risk, scavenge and navigate the environment.

                            Comment


                            • #15
                              Alright sorry for my absence, im out on vacation right now and i should be back eaither sunday or wenesday. As for my artistic abilities, my strongest feild is 3D modeling, I can do scene creation (could be helpful for promoting the game and creating a team logo intro), I'm getting better at graphic arts and texturing but its not my strongest feild. Although i think i could do a sufficient job, but i mostly make my textures in gimp. I do have access to a nice DSLR camera so i could spend some time going around taking pictures of the enviroment and props,and touching them up for texture use. but there are some textures that we are going to have to make in image manipulating programs (gimp, photoshop, etc.) but i think it would be possible to make a decent enough texture to fit in photorealism with good reference photos and time.

                              But for the teamwork im thinking; friendly fire and co-op similar to l4d. not to try to clone the team work experience in the game, but to use as somewhat of a template. Also i think it would be to cool to have a subway system in one map that could collapse in certain parts of the tunnel. Another idea would be for the "safe zone" type objective, that would be to locate the airport and fly an aircraft out of the storm but your path isn't given to you. You have to use the enviroment around you to find out where the "safe zone" is located, weather its a sign saying "airport in 2 miles" or you can see the safety bunker at the top of a building. And to avoid linear replay you shouldn't be given a map and spawn locations should be random. And i think for teamwork, the players should be non-ai persons. but a possiblility of picking up AI survivors that act like an extra life for people that die and the AI could do some work. But i also like the full rouge-like idea. Im thinking that supplies should be scarce enough that there is a possibility of having players turn on each other. I also think weapons should be in the game but they would be a scarcity. i think tools would be an intrerseting aspect of a game if added, where if you had a crowbar you could get through debris or pry open an ambulance door to get medication, Maybe a certian tools could get the job done faster, like a sledge hammer would get through a wall faster than a crowbar would. and a crowbar would pry open a door faster than a sledge hammer could knock one down. And maybe sledge hammers can only knock down wooden doors and you would need jaws of life or a crow bar for a metal door. explosives possibly to get through walls, but they would be a rare find. medication could also be a sizable part of supplies, crutches for a broken leg ( if limb damage was implimented), gauss, temporary pain killers, and something for a more permanent fix. I also like the idea of energy comsumption. I feel like it wouldn't be a bad idea to have a gamemode where the tornado is AI and there isn't any storm chasers. putting more pressure on the players.

                              I'm thinking having unpredictable obsticle come about would make each game all the more differn't allowing a better survival experience to more experienced players. and these events would detail: bridges collapsing, falling buildings causing blockage, and general path obstrustions. I think this would allow the player to have to think more also. But the maps and game mechanics would have to be engineered to have ways to get through every obsticle present. wether it is having drivable boats, tunnelable debris with explosives, and so fourth.
                              but these are all crude ideas that i don't expect to be more than just brainstorming content, so what do you guys think?
                              also sorry if some of this doesn't make sense or the ideas are unstable, im not exactly to clear minded right now because i have a crowd of shouting people around me.

                              Comment

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