tag:blogger.com,1999:blog-27278389517634897812024-03-14T15:33:24.307+11:00MUZBOZ Dev LogThe Game Dev Diary of Murray Lorden.Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.comBlogger164125tag:blogger.com,1999:blog-2727838951763489781.post-53901658801808492802023-07-15T23:05:00.003+10:002023-10-17T15:11:40.788+11:00Skyrim Creation Kit: My first rough level<p><span style="font-family: helvetica;">I've finally gotten around to trying out the Skyrim Creation Kit... something I've wanted to do for a long time.</span></p><p><span style="font-family: helvetica;">There's lots to learn from it, how their workflow works, the way their environment kit pieces are made and named, how the editor works, lights, ambient sounds, how actors are placed, and how they are set up to play animations or use furniture.</span></p><p><span style="font-family: helvetica;">Here's a video of my finished level:<br /></span></p><div style="text-align: center;"><span style="font-family: helvetica;"><br /></span></div><span style="font-family: helvetica;">
<div style="text-align: center;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="360" src="https://www.youtube.com/embed/FWrg0shi_6A" title="Skyrim Creation Kit - A Rough Level With All Steps of the Workflow" width="640"></iframe></div><br /><div style="text-align: center;">Here's a few screenshots of my first level that has a basic pass of everything in it. Still rough!</div></span><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiV4WwPBx-AS5Gi9LXx155LJuW_1-tArn4ByxWtzgObIKAh2Ma2NiJgHwFU6m1DogqEqRYUefhLY06mrJGoI6oPsAyhbmV7BQCXT5MjyiRdQxaFFoBXA6tVb6FT87gYpvxLq9PnG0sgMgA17_tHkUCuuU4Y9wNo8WZCYY_18Rgvx2Rli6rulrtMPti-z8PE/s2560/SkyrimCreationKit-FirstPassLevel-2023-07-02nd1689421576.72.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1440" data-original-width="2560" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiV4WwPBx-AS5Gi9LXx155LJuW_1-tArn4ByxWtzgObIKAh2Ma2NiJgHwFU6m1DogqEqRYUefhLY06mrJGoI6oPsAyhbmV7BQCXT5MjyiRdQxaFFoBXA6tVb6FT87gYpvxLq9PnG0sgMgA17_tHkUCuuU4Y9wNo8WZCYY_18Rgvx2Rli6rulrtMPti-z8PE/w640-h360/SkyrimCreationKit-FirstPassLevel-2023-07-02nd1689421576.72.jpg" width="640" /></a></div><div style="text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0YyTJpiW9D-gzTixmJKptwpvxXj7uJ9Ct0gDwZD5GNgwji9U4OjJOygPgg60pv_hojjofZwLBv5Q6B40evYoV3TZPb8hrMXWMlskSaZ4_0TBgLDPDVlZEx5gBA7UeR-lNmux3W8Zs8UaEqN2C8OUkrEPwLdTBhtP3hptrL7n9H8LKjuDmy6PEE_95HEB3/s2560/SkyrimCreationKit-FirstPassLevel-2023-07-02nd1689422295.98.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1440" data-original-width="2560" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0YyTJpiW9D-gzTixmJKptwpvxXj7uJ9Ct0gDwZD5GNgwji9U4OjJOygPgg60pv_hojjofZwLBv5Q6B40evYoV3TZPb8hrMXWMlskSaZ4_0TBgLDPDVlZEx5gBA7UeR-lNmux3W8Zs8UaEqN2C8OUkrEPwLdTBhtP3hptrL7n9H8LKjuDmy6PEE_95HEB3/w640-h360/SkyrimCreationKit-FirstPassLevel-2023-07-02nd1689422295.98.jpg" width="640" /></a></div><div style="text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirWeAGkpNJmItxXlB0CV8FDmx-4fEIBJX9-onW7ps9muc06bsMA0NmZPDyXv6qIBjg3WjST_zzxWnlJ3ppUCM9bJAKWWN0hHw0pvlWqVAp_L364wOi475TCYLkreRMtThKNQ2JtlYKEFy8Hw0g9Jsoi12MVFEdvmBbEC23lLABBKHvi92cEk9fXQomHLQj/s2560/SkyrimCreationKit-FirstPassLevel-2023-07-02nd1689422369.99.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1440" data-original-width="2560" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirWeAGkpNJmItxXlB0CV8FDmx-4fEIBJX9-onW7ps9muc06bsMA0NmZPDyXv6qIBjg3WjST_zzxWnlJ3ppUCM9bJAKWWN0hHw0pvlWqVAp_L364wOi475TCYLkreRMtThKNQ2JtlYKEFy8Hw0g9Jsoi12MVFEdvmBbEC23lLABBKHvi92cEk9fXQomHLQj/w640-h360/SkyrimCreationKit-FirstPassLevel-2023-07-02nd1689422369.99.jpg" width="640" /></a></div><div style="text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzWJ3aLn6tHmx4ADKKyzQ0S0ORQIG42bCjppep7dMgJFVe2dXMUT85L-U9DiUKD8dQw1lS7cofrp7StlQ5G0tMV-HIasDL7woAgnOm8K7EpR22krOEnvJAx0lcFnEkJi-enUOafaakkrZ7-B6QkhUuvObuh5PZ-Q75MgLfMlRbZG5lJtaCIxsbyqHzZjrp/s2560/SkyrimCreationKit-FirstPassLevel-2023-07-02nd1689422588.99.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1440" data-original-width="2560" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjzWJ3aLn6tHmx4ADKKyzQ0S0ORQIG42bCjppep7dMgJFVe2dXMUT85L-U9DiUKD8dQw1lS7cofrp7StlQ5G0tMV-HIasDL7woAgnOm8K7EpR22krOEnvJAx0lcFnEkJi-enUOafaakkrZ7-B6QkhUuvObuh5PZ-Q75MgLfMlRbZG5lJtaCIxsbyqHzZjrp/w640-h360/SkyrimCreationKit-FirstPassLevel-2023-07-02nd1689422588.99.jpg" width="640" /></a></div><div style="text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2TVe8NrcPclGd8D5BA9VSyIjweDTdWN-K1aYRL6-PQrzlZSKgNtnpVXTQWgvPu7C6OhnjQE9qMEV3kYj-cWdlns9qppa4_WK-9k-88l3Wlyz1VTXzdLDJ2PxAvk3GEdOIrkq0m2nW6pXmnX4Un5dYHbKovVcKHk8UoCw2qj2hNTZn47UV195XDKx3TwZ1/s2560/SkyrimCreationKit-FirstPassLevel-2023-07-02nd1689422886.98.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1440" data-original-width="2560" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg2TVe8NrcPclGd8D5BA9VSyIjweDTdWN-K1aYRL6-PQrzlZSKgNtnpVXTQWgvPu7C6OhnjQE9qMEV3kYj-cWdlns9qppa4_WK-9k-88l3Wlyz1VTXzdLDJ2PxAvk3GEdOIrkq0m2nW6pXmnX4Un5dYHbKovVcKHk8UoCw2qj2hNTZn47UV195XDKx3TwZ1/w640-h360/SkyrimCreationKit-FirstPassLevel-2023-07-02nd1689422886.98.jpg" width="640" /></a></div><div style="text-align: center;"><br /></div><p style="text-align: center;"><br /></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-84798708309658210452023-02-26T11:02:00.016+11:002023-03-18T14:32:36.121+11:00SECRET KEEP - Dev Video 20 - "Scenario System & Objectives UI"<p><span style="font-family: helvetica;">The beginnings of the actual Scenario System!</span></p><p><span style="font-family: helvetica;">Some of the concepts for this come from the idea of <a href="https://emshort.blog/2019/11/29/storylets-you-want-them/" target="_blank">Storylets by Emily Short</a>.</span></p><p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/z-K93QaBmgY" title="Secret Keep - Dev Diary 20: Scenario System & Objectives UI" width="600"></iframe></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-85869161861990538112023-02-23T12:00:00.003+11:002023-03-18T14:36:57.489+11:00SECRET KEEP - Designing the Scenario System<p><span style="font-family: helvetica;">I spent <i>rather a lot</i> <i>of time </i>just trying to tackle the whole nature of how to present the story, the scenario, the missions, etc. I thought I'd make a post just about that, as it's been the cause of a long absense from actual hands-on coding in the project!...</span></p><p><i><span style="font-family: helvetica;">Q:</span><span style="font-family: helvetica;"> </span><span style="font-family: helvetica;">How does the player choose missions? </span></i></p><p><i><span style="font-family: helvetica;">Q:</span><span style="font-family: helvetica;"> </span><span style="font-family: helvetica;">How do they get a sense of where they are "up to" in the story, or in the world?</span></i></p><p><i><span style="font-family: helvetica;">Q:</span><span style="font-family: helvetica;"> </span><span style="font-family: helvetica;">How is progress shown and measured?</span></i></p><p><i><span style="font-family: helvetica;">Q:</span><span style="font-family: helvetica;"> </span><span style="font-family: helvetica;">What's your relationship with each faction?</span></i></p><p><span style="font-family: helvetica;"><i>Q: Is there a world map, and where are you on it? Is it literal, or abstract?</i></span></p><p><span style="font-family: helvetica;">There are honestly tons of questions, and I've just dabbled so far, and I really don't know the final answers to most of these things!</span></p><p><span style="font-family: helvetica;">But it has helped me in thinking about how the Scenario System needs to work, both in the backend, and how it needs to come forward and present to the player in the front end.</span></p><p><span style="font-family: helvetica;">I thought I'd post a bunch of my sketches and scribbles along the way, mainly so I can look back on them here and remind myself of my ideas and ruminations! :D</span></p><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;">This was the <i>old </i>Mission Select Screen. Overall, I don't like it much!</span></p><p><span style="font-family: helvetica;">And in reality, most of it was just a mockup of text and images, and didn't actually DO anything. The different missions themselves didn't even do anything, but loaded into a random "blank" level. </span></p><p><span style="font-family: helvetica;">But I do kinda like how it shows some broader context, like your own attributes, reputations and relationships.</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRFYo7KRD38tIJCC-MlSTxRodxxCPeV-wc4PSQ2KHH71cwdjllxJhWnkF-MXOodZwUoxOYMQKfrB9-i5w7AfZ4xtsgtfHgj2MF0rP9Ll1EXD9KDmPWaK_ZAdMhtRiFgShZQPano9IZjpmyUKrG330VBwGiy_ZdKfJV_wZL09vqvLl3Sd0ijlqr-L6g8Q/s1382/IMG_20230110_161108-SK-OldMissionSelectScreen.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="799" data-original-width="1382" height="370" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjRFYo7KRD38tIJCC-MlSTxRodxxCPeV-wc4PSQ2KHH71cwdjllxJhWnkF-MXOodZwUoxOYMQKfrB9-i5w7AfZ4xtsgtfHgj2MF0rP9Ll1EXD9KDmPWaK_ZAdMhtRiFgShZQPano9IZjpmyUKrG330VBwGiy_ZdKfJV_wZL09vqvLl3Sd0ijlqr-L6g8Q/w640-h370/IMG_20230110_161108-SK-OldMissionSelectScreen.jpg" width="640" /></a></div><p><span style="font-family: helvetica;">It was now time to actually get this thing working! To have different missions the player can play, and also to show the world changing in response to their choices and actions.</span></p><p><span style="font-family: helvetica;">So... I started to churn through tons of ideas about how the story and missions could be presented to the player... How would they choose between missions? Would would they sense progress? Would things be divided into "Chapters"? How would objectives work? What would be the different types of rewards for each mission?</span></p><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzSmwjhx2qZIp4UkvUpCk6bCJN-o6Ga3lsSKuhY2ZVuA4avvTjdItMCikozK6d-DJEOIE2Esie184DpOxmWTDgNYV7CHE7faiu_2KuDn1baxUmGu3rIEXiNiP78wJaCz4FSESdL10K6aFn4d0g7b4dKv8voUU054vyS5o6mk5Zi1GAMEI1Jiv4uu4HpQ/s1305/IMG_20230111_164032-ScenarioDesign-ChapterProgress.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="972" data-original-width="1305" height="476" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzSmwjhx2qZIp4UkvUpCk6bCJN-o6Ga3lsSKuhY2ZVuA4avvTjdItMCikozK6d-DJEOIE2Esie184DpOxmWTDgNYV7CHE7faiu_2KuDn1baxUmGu3rIEXiNiP78wJaCz4FSESdL10K6aFn4d0g7b4dKv8voUU054vyS5o6mk5Zi1GAMEI1Jiv4uu4HpQ/w640-h476/IMG_20230111_164032-ScenarioDesign-ChapterProgress.jpg" width="640" /></a></div><p><br /></p><span style="font-family: helvetica;">I decided to make a kind of Mockup Scenario, to move things from the abstract into a specific case study. This can generally help to think things through more clearly, with specific goals and limitations in mind.</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipHU0ecMyuFb1qlyAMPVXtxndRHItpojddqybh4vu28IjSCs2JsE-7cLk2IrvhtR63so5l8DwyvxY0toWfw-87jm6hbkHRVHIzq6xbqGKPnyHrq4pEnooWGAK15FHBZyXUA-dQtsHrABQl2YtiQjK9ODNuuB3wNuDQ1KebgLclumLwfDW1JVJSeolWSA/s1289/IMG_20230111_211118-SK-GwydionsTale.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1289" data-original-width="852" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEipHU0ecMyuFb1qlyAMPVXtxndRHItpojddqybh4vu28IjSCs2JsE-7cLk2IrvhtR63so5l8DwyvxY0toWfw-87jm6hbkHRVHIzq6xbqGKPnyHrq4pEnooWGAK15FHBZyXUA-dQtsHrABQl2YtiQjK9ODNuuB3wNuDQ1KebgLclumLwfDW1JVJSeolWSA/w424-h640/IMG_20230111_211118-SK-GwydionsTale.jpg" width="424" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>I started to play around with how the Mission Select UI itself should be laid out. How should the info be arranged? How would it fit in the screen? What sorts of Progress Bars or Mission Type Icons, or Reward Icons would make sense?</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJWDd2yA1A21yx4bkipYwAjIArNHySLRAxER8RHA0B7xkEQMdzqKlNHGghbxn8OWCafc9RP9b2Hq2tI0OJ46xRiIpk6B4CF5-nCzZiZXK47zmqT4zl2SVaCPEON2FcE0jEWv_7ropBZAT02SH5XFrXa_Kj6jHQUE4V-tVoK7sbmVD7BYZ8dm3Zuy3wUA/s1211/IMG_20230113_175913.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="584" data-original-width="1211" height="308" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiJWDd2yA1A21yx4bkipYwAjIArNHySLRAxER8RHA0B7xkEQMdzqKlNHGghbxn8OWCafc9RP9b2Hq2tI0OJ46xRiIpk6B4CF5-nCzZiZXK47zmqT4zl2SVaCPEON2FcE0jEWv_7ropBZAT02SH5XFrXa_Kj6jHQUE4V-tVoK7sbmVD7BYZ8dm3Zuy3wUA/w640-h308/IMG_20230113_175913.jpg" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><span style="font-family: helvetica;">I kept playing with ideas for icons, to make things easier to understand. </span><p></p><p><span style="font-family: helvetica;">After all, in many ways "The interface IS the game". And the player needs to understand things in a fun and intuitive way.</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhImgPw-uPy5quqnhCFj_pHaiMtKqb_hc8D3fyKQEGavgNp637nlvvoPD__-5oXPDcpMpAiV1yyU8fmkLCA7FePuNcyaO5k4yuAkYtzh__DCdTiEojl0mNgu8ox57WAJpl9q5awMkZNH70o-cL2cpd4Q89wZfMZbyxLtUev9Sflsk71SgkP0_-9lstN4Q/s1296/IMG_20230113_181646-SK-Icons.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1296" data-original-width="821" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhImgPw-uPy5quqnhCFj_pHaiMtKqb_hc8D3fyKQEGavgNp637nlvvoPD__-5oXPDcpMpAiV1yyU8fmkLCA7FePuNcyaO5k4yuAkYtzh__DCdTiEojl0mNgu8ox57WAJpl9q5awMkZNH70o-cL2cpd4Q89wZfMZbyxLtUev9Sflsk71SgkP0_-9lstN4Q/w406-h640/IMG_20230113_181646-SK-Icons.jpg" width="406" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>I started to think about the screen flow, and how it's all flow together. I still wasn't sure whether I'd want things divided into Scenarios, then Chapters, then Mission, and how it'd all fit together.</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfKVslSsDhvvKXS-Sw5EZXpixjn8c8cAJD9jRZZ0_6fZ9k8Q3v7nUJPpNOZ_q304CRtEtmQ2PsVVcmExkFicsE04FQOuASalCe1VwyeAh-9tY2Ifmml6tNPko1-oDbFHi_NPz73a59YRc3ShnxF5KcntFfcgObvZ1FPV5Yqawed-rt91sVZc4tqctOtA/s1337/IMG_20230113_183247.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1337" data-original-width="850" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfKVslSsDhvvKXS-Sw5EZXpixjn8c8cAJD9jRZZ0_6fZ9k8Q3v7nUJPpNOZ_q304CRtEtmQ2PsVVcmExkFicsE04FQOuASalCe1VwyeAh-9tY2Ifmml6tNPko1-oDbFHi_NPz73a59YRc3ShnxF5KcntFfcgObvZ1FPV5Yqawed-rt91sVZc4tqctOtA/w406-h640/IMG_20230113_183247.jpg" width="406" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>I started to collect some fonts that were free for commercial use, that could work with the game. I tried them out in different contexts.</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6RhYkrX-c6jivQR3HJnrSeiuUObrYFcCe8DnlbLOAq5skfoHFoAtQAlqpF39E9fe0x7WqvF1XcQvC-iNq8gkgCX0PyoPBngMFa-5tndfCxVglU8sAkiwhAkWcnD00HMNGNf9SNXK9uPSZLeYdf5Vsi7QXv7CGQx85xhwbNlDmhdkgP8tIWXNvySK-nA/s1093/IMG_20230114_151500-SK-FontTests.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1093" data-original-width="1037" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj6RhYkrX-c6jivQR3HJnrSeiuUObrYFcCe8DnlbLOAq5skfoHFoAtQAlqpF39E9fe0x7WqvF1XcQvC-iNq8gkgCX0PyoPBngMFa-5tndfCxVglU8sAkiwhAkWcnD00HMNGNf9SNXK9uPSZLeYdf5Vsi7QXv7CGQx85xhwbNlDmhdkgP8tIWXNvySK-nA/w608-h640/IMG_20230114_151500-SK-FontTests.jpg" width="608" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>I wanted to make the Mission Select screen, and have the layout make visually and logically before actually implementing it. It turned out later, I got rid of this version, and stripped my whole Scenario Design back even further! But this was all involved in the path moving forwards.</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiM-k7wdmjexdEW1smNtbGRuu3e3SDGsQq7t01s2uTlbu4o0JkwGS-oBWEEIGk3MK3qRboOKcGtMc8r99iolzX7QhunwRFZpWfGD11mDg42EMAWvpxDxQGpYVG_rMKThojicDQE768ssqba4qz2R22t270ioctLtns-xBs_KliVvBBdoEgoTrr5HSmMQ/s1207/IMG_20230114_174813.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1207" data-original-width="799" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiM-k7wdmjexdEW1smNtbGRuu3e3SDGsQq7t01s2uTlbu4o0JkwGS-oBWEEIGk3MK3qRboOKcGtMc8r99iolzX7QhunwRFZpWfGD11mDg42EMAWvpxDxQGpYVG_rMKThojicDQE768ssqba4qz2R22t270ioctLtns-xBs_KliVvBBdoEgoTrr5HSmMQ/w424-h640/IMG_20230114_174813.jpg" width="424" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>So I came up with this mockup of the Mission Select screen, which would indicate the player's overall progress in this Chapter. They can select Missions from the 3 provided, each with a different Mission Type and Victory Points value. Click on to see the details on the right hand info box.</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnsLOA9LknXwvY1j7VtUKDJm5VhwujHk9w-h-b_mrHAttJgIEAGvDAueBx8F9lb5psDv4AfCViRvTeLWeVCpNFX43yAc3FXZbVtfWlxI0hboJ1JXRwDp294bhIdUG3-BIQbvaFkZrVIytdu0pBEKBkQemhrSLeEJKg7l1Tz3I73o5-cUvFMrZ8fu2UCw/s1282/IMG_20230114_221401-SK-UI-Mockup.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="839" data-original-width="1282" height="418" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgnsLOA9LknXwvY1j7VtUKDJm5VhwujHk9w-h-b_mrHAttJgIEAGvDAueBx8F9lb5psDv4AfCViRvTeLWeVCpNFX43yAc3FXZbVtfWlxI0hboJ1JXRwDp294bhIdUG3-BIQbvaFkZrVIytdu0pBEKBkQemhrSLeEJKg7l1Tz3I73o5-cUvFMrZ8fu2UCw/w640-h418/IMG_20230114_221401-SK-UI-Mockup.jpg" width="640" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>I decided I needed a more detailed example Scenario Story example to actually think through what my needs were for how to actually tell a story, but also support branching and a "storylets" approach. </span><p></p><p><span style="font-family: helvetica;">I still needed to figure out how Chapters would work, and how I'd try to make it clear to the player what the overall story and trajectory was about, even when they just found themselves in the middle of it all!</span></p><p><span style="font-family: helvetica;">I don't think I've actually figured these things out yet, in reality! But this is all part of the process to getting there.</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidov_S2mYpZGgfRFgxssiOKrLdLOzfL7xMyddxM67i-4FFhHc0wbVH03DyCR9Tm6_ZvXu-fLlH_1xbEdVacUvJqHhxzbZF0ByJSFm7utQL97rRKyRdEPXyDYQoOWYIJq7glUQEv6YNsUkLSm0eGirArPFiKx3i4EtxJ73PliS5rB-ZkPgn_ams3Lk0QA/s1249/IMG_20230115_172130-SK-MockupStoryArc.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="797" data-original-width="1249" height="408" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEidov_S2mYpZGgfRFgxssiOKrLdLOzfL7xMyddxM67i-4FFhHc0wbVH03DyCR9Tm6_ZvXu-fLlH_1xbEdVacUvJqHhxzbZF0ByJSFm7utQL97rRKyRdEPXyDYQoOWYIJq7glUQEv6YNsUkLSm0eGirArPFiKx3i4EtxJ73PliS5rB-ZkPgn_ams3Lk0QA/w640-h408/IMG_20230115_172130-SK-MockupStoryArc.jpg" width="640" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>I find I need a good big bench space when working on these sorts of things! Need to cross-reference and cross-correlate all my notes!</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVo7lYeTLWvQBTwCxKJPNgYBoWuqHl_0n2aGcZKV1y5dP_s3XCttJQ5GhH9fROPno-0mVr9BNh5tC_sOHdrWYPf_-a04tp8MKeVPC_6kQAw-C84_q9LrWd94Clco36ML5_FN5jkcFb854bCDr0yuL4YQGepFKOA_b_2XqjePBXJsI8hml98DtngzRzqw/s930/IMG_20230115_185424-SK-WorkingBench.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="481" data-original-width="930" height="332" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVo7lYeTLWvQBTwCxKJPNgYBoWuqHl_0n2aGcZKV1y5dP_s3XCttJQ5GhH9fROPno-0mVr9BNh5tC_sOHdrWYPf_-a04tp8MKeVPC_6kQAw-C84_q9LrWd94Clco36ML5_FN5jkcFb854bCDr0yuL4YQGepFKOA_b_2XqjePBXJsI8hml98DtngzRzqw/w640-h332/IMG_20230115_185424-SK-WorkingBench.jpg" width="640" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>Trying to define the range of mission types I want to support.</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjw3uVPiTSOozeCgwB5gt3DfMc9fDkxbd0gt2xB95oFEx3IyJxaSykM_5205omANjxB-WxnKt562CQl08qyO_WBFavlODC1iEaPPQ1rOPLRlKCBAPG9jB3k1ib6CWti26y7XTDa1rxUdwEwPAa-H-zpvsVML2GWzi7SY67NxXp41s0x997K2BI1g4jGlg/s929/IMG_20230115_190026-SK-MissionTypes.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="929" data-original-width="581" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjw3uVPiTSOozeCgwB5gt3DfMc9fDkxbd0gt2xB95oFEx3IyJxaSykM_5205omANjxB-WxnKt562CQl08qyO_WBFavlODC1iEaPPQ1rOPLRlKCBAPG9jB3k1ib6CWti26y7XTDa1rxUdwEwPAa-H-zpvsVML2GWzi7SY67NxXp41s0x997K2BI1g4jGlg/w400-h640/IMG_20230115_190026-SK-MissionTypes.jpg" width="400" /></a></div><p><br /></p><span style="font-family: helvetica;">Thinking about pacing of the chapters, how many missions are in each.</span><p></p><p><span style="font-family: helvetica;">What would give a good feeling to an overall story arc?</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwJr67H1cPpBFlumLfCeyV12JxQ6kJLldTUFov-2jCO9NhQsz5VmGUkvEY4AmOrqVfnnFXoEXjDJAwrBCHS8eGQeXcRsI_1hWP5OxEWYYFGTCN230TG0dbW1mMLGfhd33VlRweSQ-A5MBDEea455vi3ulriYzCd6UWlDraWddSIFevyfcn0bav-Tqv_g/s955/IMG_20230115_190042-SK-ASpyOnTheSeas-ChapterIdeas.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="955" data-original-width="607" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwJr67H1cPpBFlumLfCeyV12JxQ6kJLldTUFov-2jCO9NhQsz5VmGUkvEY4AmOrqVfnnFXoEXjDJAwrBCHS8eGQeXcRsI_1hWP5OxEWYYFGTCN230TG0dbW1mMLGfhd33VlRweSQ-A5MBDEea455vi3ulriYzCd6UWlDraWddSIFevyfcn0bav-Tqv_g/w406-h640/IMG_20230115_190042-SK-ASpyOnTheSeas-ChapterIdeas.jpg" width="406" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>What if mission objectives were more like "Bingo", where you have a range of objectives, and need to tick them all off, in any order? </span><p></p><p><span style="font-family: helvetica;">This is how <b>Thief: The Dark Project </b>works. You can have numerous objectives, and tick them off as you get to them. I like this format. This led to more like what I've ended up with, down the track a way.</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggot9-DCPs7gsumWfX2c443LqGWSxleHlHhjZrV8JbEG1Cf6YRbPUu9_g-AviydZfCH0LkC703PUp5fW2hIdvf6b8MAX4LJ7l7VSd1o9dtJqZOb9sSXpgmFzf7cd_RhsOVfzoUA7r5oXZMJfFp0C8_ODpeG-A66i4yXekJ7ePbDU0aZ3zuiL0elqDu1A/s619/IMG_20230115_190055-SK-BingoObjectives.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="619" data-original-width="573" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEggot9-DCPs7gsumWfX2c443LqGWSxleHlHhjZrV8JbEG1Cf6YRbPUu9_g-AviydZfCH0LkC703PUp5fW2hIdvf6b8MAX4LJ7l7VSd1o9dtJqZOb9sSXpgmFzf7cd_RhsOVfzoUA7r5oXZMJfFp0C8_ODpeG-A66i4yXekJ7ePbDU0aZ3zuiL0elqDu1A/w592-h640/IMG_20230115_190055-SK-BingoObjectives.jpg" width="592" /></a></div><p><br /></p><span style="font-family: helvetica;">I realised I'd sort of lost track of my prior convictions and ideas, which was to have a more broad "Library of Missions". A database of missions that can "come to the surface" as the player acts through the game. </span><p></p><p><span style="font-family: helvetica;">I realised that my current design thinking was perhaps a bit too rail-roaded, a bit too specific and kind of fragmented. Not open enough. Not general enough.</span></p><p><span style="font-family: helvetica;">I realised I actually needed to get simpler and more atomic, in order to make it more versatile and more powerful.</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQH5_C-ZnnxqpnunQ5sf_94I9diakLy3MiOQOULyuaXkIju7OGBUUsWmjwfbRnyfbZqJRYuExI9wUdL7KRB2DVKFyBB44nlsI1jaXPi_Xi23jgYjB2VL-8qrjP8gR3NDKxBU8d9xvJsFqrS8L3UF5h5v_Ej9UJ5xtII1GyKfFs5dG6JEm2TX3xfXz9og/s955/IMG_20230115_190106-SK-LibraryOfMissions.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="955" data-original-width="653" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQH5_C-ZnnxqpnunQ5sf_94I9diakLy3MiOQOULyuaXkIju7OGBUUsWmjwfbRnyfbZqJRYuExI9wUdL7KRB2DVKFyBB44nlsI1jaXPi_Xi23jgYjB2VL-8qrjP8gR3NDKxBU8d9xvJsFqrS8L3UF5h5v_Ej9UJ5xtII1GyKfFs5dG6JEm2TX3xfXz9og/w438-h640/IMG_20230115_190106-SK-LibraryOfMissions.jpg" width="438" /></a></div><p><br /></p><span style="font-family: helvetica;">I also took a beat to think about the player, and their ultimate perspectives. </span><p></p><p><span style="font-family: helvetica;">Why are they buying the game? What do they want to get out of it?</span></p><p><span style="font-family: helvetica;">What are their criteria for happiness and satisfaction with the game, and with the story and the missions?</span></p><p><span style="font-family: helvetica;">What is their experience of getting the game, and going through the main scenario, and also perhaps delving into user made content, or even making some themselves?</span></p><p><span style="font-family: helvetica;">What kind of value do I need to provide?</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnuuJ1OfjPuBIuszJRp-dWb1bEcojbx32bHDHIvEPNJkyhjmvnpeIfvn3x50Ygruf5MVscxk77uwDT11j9u3qSf_4Kfc_M4TD4r8vQC_hJs3WX-bVUrEx1EEG_A-1fSe4z6d8ug6lOJrQLo-YVMykMZhTs2yTUQ4x-yYoBeLVFinY23Vt3DXHarKcD8A/s986/IMG_20230115_190118-SK-PlayerGoalsAndSatisfaction.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="986" data-original-width="653" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhnuuJ1OfjPuBIuszJRp-dWb1bEcojbx32bHDHIvEPNJkyhjmvnpeIfvn3x50Ygruf5MVscxk77uwDT11j9u3qSf_4Kfc_M4TD4r8vQC_hJs3WX-bVUrEx1EEG_A-1fSe4z6d8ug6lOJrQLo-YVMykMZhTs2yTUQ4x-yYoBeLVFinY23Vt3DXHarKcD8A/w424-h640/IMG_20230115_190118-SK-PlayerGoalsAndSatisfaction.jpg" width="424" /></a></div><p><br /></p><span style="font-family: helvetica;">Thinking about what makes up a cool campaign. </span><p></p><p><span style="font-family: helvetica;">What would I expect from the main campaign if I was the player of this game?</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivNY-HXjL5jQHYY1mgelwhlWgezjEaA3YJvBR51lESKVy3GS8XIjcqkSFOLN_1oBJAb29oIcRzSrIQRo1q4kK4LTRSl3FsE5_-jh7XpOQleh7yecNHoTNjVMfXbgP1VJQrVosTx6-xH7K8E1fppkykRrkwnmZsdmr6WuYNGhHhYKiyVZkVazGB2WDv6g/s948/IMG_20230115_190130-SK-StoryArc.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="948" data-original-width="653" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEivNY-HXjL5jQHYY1mgelwhlWgezjEaA3YJvBR51lESKVy3GS8XIjcqkSFOLN_1oBJAb29oIcRzSrIQRo1q4kK4LTRSl3FsE5_-jh7XpOQleh7yecNHoTNjVMfXbgP1VJQrVosTx6-xH7K8E1fppkykRrkwnmZsdmr6WuYNGhHhYKiyVZkVazGB2WDv6g/w440-h640/IMG_20230115_190130-SK-StoryArc.jpg" width="440" /></a></div><p><br /></p><span style="font-family: helvetica;">I started thinking about how it all needed to fit together, in terms of how the screens appear to the player. There would be mission select, and little intros and outros (of text) at times, and playing the missions themselves. </span><p></p><p><span style="font-family: helvetica;">This was all really part of "boiling down" the idea to its simplest component parts.</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4sXlkhy_-w7OgKtArYlVRaGUnj6_QRlntD-dTfig7EtG7xIV_IoLXcvSw6xDpgLWckxchJa2Q8_XhneKpAQNwot5On4Yr5VkY9JKR-B-PhHeplOXJzYRHv7xIhIO9JOsnDH7IMSXcEsROuuWCwlV62-QtxpSS8uNKE9TCig_3Hoq1SeKcuKGbV2K-7Q/s914/IMG_20230115_190159-SK-ScreenFlow.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="914" data-original-width="564" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg4sXlkhy_-w7OgKtArYlVRaGUnj6_QRlntD-dTfig7EtG7xIV_IoLXcvSw6xDpgLWckxchJa2Q8_XhneKpAQNwot5On4Yr5VkY9JKR-B-PhHeplOXJzYRHv7xIhIO9JOsnDH7IMSXcEsROuuWCwlV62-QtxpSS8uNKE9TCig_3Hoq1SeKcuKGbV2K-7Q/w394-h640/IMG_20230115_190159-SK-ScreenFlow.jpg" width="394" /></a></div><p><br /></p><span style="font-family: helvetica;">I was thinking about "Groups" or "Chapters" or little chunks of missions. Here, I think I was still stuck in an earlier idea of how to have missions trigger other missions, and I was thinking about it in a fairly fixed way, creating structures and ideas that would serve my needs, but actually in a way that was overly complex and finicky.</span><p></p><p><span style="font-family: helvetica;">I later boiled this down to a more generalised system of having variables and tags, and checks and changes, that could be applied to achieve the same things, but in a much more open and general-purpose way.</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiD0kB4UnRc6zMMUQJh1-ZGAgUjPSDafn9nzCuvn19FbPwldRVHqmpxlOSt_EEXf1ooWxuwK6lBGPXjtEiwSBFGnqSFfIilam6M4UlmZRUdcrHDGUG55sJr2I4Bli_y3J2PDrZG5WRAW1SkAQg33Dkax1Tblztfk3lBomzDPi2qPSWamYgoI5l3S_4yoA/s934/IMG_20230115_190213-SK-MissionGroups.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="934" data-original-width="653" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiD0kB4UnRc6zMMUQJh1-ZGAgUjPSDafn9nzCuvn19FbPwldRVHqmpxlOSt_EEXf1ooWxuwK6lBGPXjtEiwSBFGnqSFfIilam6M4UlmZRUdcrHDGUG55sJr2I4Bli_y3J2PDrZG5WRAW1SkAQg33Dkax1Tblztfk3lBomzDPi2qPSWamYgoI5l3S_4yoA/w448-h640/IMG_20230115_190213-SK-MissionGroups.jpg" width="448" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGF97HQGyhOAwh-nHUVaVxOrhDDuWqBq9KRAxxYKdj3tz86uqNk8WUvuFNe8VnVaRdlJKE6jZK9VkEgf0xxS9iwQLzp2lRBodjL16Ox8Vgsf4RVKIKIWAPZ8YVA8U-KMEOOhfP5XLREVVkuuTZ1hNLcVsR5o9crhAdD9tUo078Q2_rdfqy1LHno04F1Q/s917/IMG_20230115_190230.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="917" data-original-width="653" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiGF97HQGyhOAwh-nHUVaVxOrhDDuWqBq9KRAxxYKdj3tz86uqNk8WUvuFNe8VnVaRdlJKE6jZK9VkEgf0xxS9iwQLzp2lRBodjL16Ox8Vgsf4RVKIKIWAPZ8YVA8U-KMEOOhfP5XLREVVkuuTZ1hNLcVsR5o9crhAdD9tUo078Q2_rdfqy1LHno04F1Q/w456-h640/IMG_20230115_190230.jpg" width="456" /></a></div><p><br /></p><span style="font-family: helvetica;">At this point, I had tens of pages of notes, and multitudes of ideas bouncing around.</span><p></p><p><span style="font-family: helvetica;">I made a reference board of some of the key stuff that I kept finding myself wanting to reference.</span></p><p><span style="font-family: helvetica;">I kept wanting to know: What are the mission types I want to support? What are the factions I have models for? What is my example story arc? How would the objectives system look in a mission?</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5pNs8cG-6miIWS_-DdDImyM7eTdJk7jqFQ2YZ-GS73TsH7PPxGJ1gMZazw_2pq9bJLw9lYDfT_dw0VVYVN1jjDh1pPyBQXLLTzaQgbNFySs191EQVzBZgY29Uxdq24cWnLCICMXo4kAIoC-0HSs-o1Rmmbhl4wA-vmr40bNY4C1UOiU2pgfVCvQNnUg/s1382/IMG_20230116_194213-SK-Reference.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="842" data-original-width="1382" height="390" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5pNs8cG-6miIWS_-DdDImyM7eTdJk7jqFQ2YZ-GS73TsH7PPxGJ1gMZazw_2pq9bJLw9lYDfT_dw0VVYVN1jjDh1pPyBQXLLTzaQgbNFySs191EQVzBZgY29Uxdq24cWnLCICMXo4kAIoC-0HSs-o1Rmmbhl4wA-vmr40bNY4C1UOiU2pgfVCvQNnUg/w640-h390/IMG_20230116_194213-SK-Reference.jpg" width="640" /></a></div><p><br /></p><span style="font-family: helvetica;">This was my mockup story arc I was using to think through the shape and needs of the scenario system. This really helped me to work through what was really needed, and was vital in boiling down and removing complexity that wasn't needed in the system.</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRNGub8EtfhZmt6GIQN1OpEJLKqnGhuIpY6mMbFVv4y1O2clbp3Gx2TLJ-C1OTc8G3bgdunjK5HEzQCO_zSnz0H9d9AeoEKhLkFKCXpTazQ-93lcnDmdfKnmTdvj_bkpU8_SbXf34GYTX4NV0_KWVyylfrk-FUqt0T-bwHCmurXzaw8viiVZDYhpYWWw/s1382/IMG_20230118_201940-SK-StoryArc.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="860" data-original-width="1382" height="398" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRNGub8EtfhZmt6GIQN1OpEJLKqnGhuIpY6mMbFVv4y1O2clbp3Gx2TLJ-C1OTc8G3bgdunjK5HEzQCO_zSnz0H9d9AeoEKhLkFKCXpTazQ-93lcnDmdfKnmTdvj_bkpU8_SbXf34GYTX4NV0_KWVyylfrk-FUqt0T-bwHCmurXzaw8viiVZDYhpYWWw/w640-h398/IMG_20230118_201940-SK-StoryArc.jpg" width="640" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>Thinking about what elements would be needed in the Mission Data. </span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaeuLRWGt6ObCfNmZxRFDfTTjWencWYMbyzsbK-NgpAG3Mc-RMtLMl1wNyWTmRJoHaQefa7yKcqXQXRS-XiMYIBjjpLbGQaf3gLhCUSA9FxD3bdummrnxgU5_7oX3mB5qlhzWuNpxQVlxTjHX2togMoSug79ZkNzD5fu32up8CqZ6shWNU7mi_wXhE7A/s1010/IMG_20230119_065844-SK-ChapterParameters.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1010" data-original-width="880" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjaeuLRWGt6ObCfNmZxRFDfTTjWencWYMbyzsbK-NgpAG3Mc-RMtLMl1wNyWTmRJoHaQefa7yKcqXQXRS-XiMYIBjjpLbGQaf3gLhCUSA9FxD3bdummrnxgU5_7oX3mB5qlhzWuNpxQVlxTjHX2togMoSug79ZkNzD5fu32up8CqZ6shWNU7mi_wXhE7A/w558-h640/IMG_20230119_065844-SK-ChapterParameters.jpg" width="558" /></a></div><p><br /></p><span style="font-family: helvetica;">After having my mockup scenario idea, I kept trying to think about what that structure really was, and what it needed behind it to work. I think this was the stage of my workings where I started to realise that I didn't need to strict concept of "Groups" but instead to go more atomic with variables and tags that could mean anything!</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1CK8SXQsvWDhKMQBNapbY0QvFf7G7JKNhsWvUA1EkTJ40tSGaSLf78jRRIGuvAD8mmai22IxbMCMfKduaFq0xXOiqqMT10nHOIy5BtGtbDAf-ILwYkyE31UIMXT1V4Dip1Onrpv6WuePzO7zW_CEQfm-8JSJhnsixFB0JfeWl1kPxJ90pbm3HE-rXaA/s959/IMG_20230121_163714-SK-ScenarioWorkings.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="563" data-original-width="959" height="376" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi1CK8SXQsvWDhKMQBNapbY0QvFf7G7JKNhsWvUA1EkTJ40tSGaSLf78jRRIGuvAD8mmai22IxbMCMfKduaFq0xXOiqqMT10nHOIy5BtGtbDAf-ILwYkyE31UIMXT1V4Dip1Onrpv6WuePzO7zW_CEQfm-8JSJhnsixFB0JfeWl1kPxJ90pbm3HE-rXaA/w640-h376/IMG_20230121_163714-SK-ScenarioWorkings.jpg" width="640" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>Thinking about how the screens would be presented to the player.</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDyf5IopgKUZuacBV3BusWGd66ZNXyz8uBZ2ujByo9zw7GZfIYbnM_n9gdTA-Il89-YvC5ZEKFKxeW62YSoCR115v79da0sAN9totO7s69UWwfLr2CvQ9_NgJvG_2w091woMYjFZ4MZNBGYLiwWV25agHeWd4lMjjN0jPz-upC_0Aws1xgTY2uyTvcbQ/s1215/IMG_20230121_193108-SK-ScenarioWorkings.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="979" data-original-width="1215" height="516" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiDyf5IopgKUZuacBV3BusWGd66ZNXyz8uBZ2ujByo9zw7GZfIYbnM_n9gdTA-Il89-YvC5ZEKFKxeW62YSoCR115v79da0sAN9totO7s69UWwfLr2CvQ9_NgJvG_2w091woMYjFZ4MZNBGYLiwWV25agHeWd4lMjjN0jPz-upC_0Aws1xgTY2uyTvcbQ/w640-h516/IMG_20230121_193108-SK-ScenarioWorkings.jpg" width="640" /></a></div><p><br /></p><span style="font-family: helvetica;">This is where I kinda went back to the drawing board. I wanted to go "full storylets", and have a more generic, open system. </span><p></p><p><span style="font-family: helvetica;">I would need a scrollable list of "however many missions happen to be open", rather than being limited to "3 missions available at a time".</span></p><p><span style="font-family: helvetica;">And I recalled a system I'd made previously for a Tile RPG game called <b>The Age of Nothing</b>, which had quite an open Quest System, that used Checks and Changes and acted on a table of variables to track basically "whatever I wanted".</span></p><p><span style="font-family: helvetica;">This system had worked well, and really had many similarities to the Storylets Scenario System I wanted for Secret Keep.</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWMareHYtIR5SB_3bdWDdS-d8apEIg4m6lZzC1trFInjImhngtv5bpK1WWPWZcZxmz6Bz4Tkq8nCtuqh3hLY-c-uhAoGvtuGFCCzWmwR0kXGDy4Njq0cGL205YFSLD-BVv_aCO0ZnYvKjMlx8erymHwZzNmmXbNPp-Gw5aSuSDM3_u82g5cs5ieXqd9g/s1382/IMG_20230122_205911-SK-ScenarioWorkings.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1382" data-original-width="919" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgWMareHYtIR5SB_3bdWDdS-d8apEIg4m6lZzC1trFInjImhngtv5bpK1WWPWZcZxmz6Bz4Tkq8nCtuqh3hLY-c-uhAoGvtuGFCCzWmwR0kXGDy4Njq0cGL205YFSLD-BVv_aCO0ZnYvKjMlx8erymHwZzNmmXbNPp-Gw5aSuSDM3_u82g5cs5ieXqd9g/w426-h640/IMG_20230122_205911-SK-ScenarioWorkings.jpg" width="426" /></a></div><p><br /></p><span style="font-family: helvetica;">I asked a few of my programmer friends if they'd be up for giving me some advice, to talk over where I'd gotten to with my Scenario System plans. This was a great idea, and it lead to a few big benefits!</span><p></p><p><span style="font-family: helvetica;">I got into Diagrams.Net, and plotted out my whole system of data and logic in more detail, so I could present it to my coder friends. This process in itself was very helpful!</span></p><p><span style="font-family: helvetica;">And then chatting it through with multiple programmer friends, I got excellent insights and advice into what looked fine about my plans, and where there were some issues or improvements or simplifications to be made.</span></p><p><span style="font-family: helvetica;">It also lead to some chats (and more research) into the differences and benefits of Scriptable Objects versus normal Monobehaviours. I'll probably end up using a mix of the two, in different places.<br /></span></p><div class="separator" style="clear: both; text-align: center;"><br /></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpqs0_yVHzcsxyKIUTXxOR8cszfxSWhmPMIwDhcOImUS0RSiQ75SkRpRDw2uz8iFY3qoIbp5hPkdR6zfVxV630qUD4KuFxeWy8S7LzpVDMAm_Gtwj3LjjU2BS9MC-lSbCdGDlPGka1o6XBJSmVhoOunRoBNnttTM3bYAk-Cd2dZHFrYvTnrGIJhVaQ8A/s1382/IMG_20230204_212455-SK-ScenarioDesign-Diagrams-Notes.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1036" data-original-width="1382" height="480" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjpqs0_yVHzcsxyKIUTXxOR8cszfxSWhmPMIwDhcOImUS0RSiQ75SkRpRDw2uz8iFY3qoIbp5hPkdR6zfVxV630qUD4KuFxeWy8S7LzpVDMAm_Gtwj3LjjU2BS9MC-lSbCdGDlPGka1o6XBJSmVhoOunRoBNnttTM3bYAk-Cd2dZHFrYvTnrGIJhVaQ8A/w640-h480/IMG_20230204_212455-SK-ScenarioDesign-Diagrams-Notes.jpg" width="640" /></a></div><p><br /></p><span style="font-family: helvetica;">I finally got down to it, and delved into the Unity project, and ended up implementing most of the core features of the system over a few days, and it worked great!</span><p></p><p><span style="font-family: helvetica;">Once I had a solid plan, for a nice generic system, it came together fairly smoothly, and I was really happy with how it came together. There's still more to do on it, but I think the foundations are good!</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl9NisVPM0uNyB0g3BS1rDcFgzI2eibW9KEp9iuf3-jb-DLSWaKBtbduwbvTK7pQGjPytf-PhvAM5AokTuKJGcAsEDXVhMpb6rJzrMJwAo3eV-zzc-f9Vbdw5MCQN14qvlV7NVnbgueBc118SFf7o4r0Ch2kg-QySnY5GIz2gvFqj2rCeleAsB0_h-nA/s1382/IMG_20230206_123117.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1382" data-original-width="885" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhl9NisVPM0uNyB0g3BS1rDcFgzI2eibW9KEp9iuf3-jb-DLSWaKBtbduwbvTK7pQGjPytf-PhvAM5AokTuKJGcAsEDXVhMpb6rJzrMJwAo3eV-zzc-f9Vbdw5MCQN14qvlV7NVnbgueBc118SFf7o4r0Ch2kg-QySnY5GIz2gvFqj2rCeleAsB0_h-nA/w410-h640/IMG_20230206_123117.jpg" width="410" /></a></div><p><br /></p><span style="font-family: helvetica;">I also thought back to another game I've made called <b>B-Grade Renegade: Race to the Rocket</b>, and how the randomly generated missions work there.</span><p></p><p><span style="font-family: helvetica;">It's actually a pretty cool system, where the player can choose between 3 mission each turn. Each mission has an Objective Type, a Reward value, and also a Perk in the area, and a Distance travelled by taking that route (with your travel distance being important, as the game is a race against the clock).</span></p><p><span style="font-family: helvetica;">I'm really happy with how that system worked, because there were many dimensions to consider each turn, with perks such as "well paid job" or "find cars here" or "there's a shop on the other side of this mission" being things that might be really valuable to you at the time, or not valuable at all, depending on how you're doing in the game.</span></p><p><span style="font-family: helvetica;">So these factors all weigh against one another, and factor in differently depending on your current situation, such as: Do you already have a car? Do you have money to spend? Do you need more supplies? Are you low on health? Etc, etc!</span></p><p><span style="font-family: helvetica;">These are all things I could consider further for Secret Keep, somehow!</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYhCN3Mh4l1oJpX9lvy1xvSJDyoiTcjUKuPYhPKbSitFkkz50xCLnN8k6CJn64RYO201YAT-bQPz0b4Qio-841Cm6rDd3hEDB6_Ym2RNplEuuu6ZJlzV-zjKSwuceCjHWQQkH-ANz_S_1HObCytgcukUD54mJ7uN_Fp0AOeCzYEGjzj7crwaqw5nadNg/s1382/IMG_20230210_074028-SK-BGR-MissionSelect.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1382" data-original-width="1036" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgYhCN3Mh4l1oJpX9lvy1xvSJDyoiTcjUKuPYhPKbSitFkkz50xCLnN8k6CJn64RYO201YAT-bQPz0b4Qio-841Cm6rDd3hEDB6_Ym2RNplEuuu6ZJlzV-zjKSwuceCjHWQQkH-ANz_S_1HObCytgcukUD54mJ7uN_Fp0AOeCzYEGjzj7crwaqw5nadNg/w480-h640/IMG_20230210_074028-SK-BGR-MissionSelect.jpg" width="480" /></a></div><p><br /></p><span style="font-family: helvetica;">I also listened to a good Harvey Smith interview, talking about the design of Dishonored 2, and ways of thinking about the Core Abilities of the player, the essence of what the game is about, and how that can change going from Game 1 to Game 2, and various other things.</span><p></p><p><span style="font-family: helvetica;">This is something I should think more about for Secret Keep!</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguVvchlchYor4rprh1jAVLOfUVRSx3PYKDqxr0ApqNPhBrCmDsWzL9eo_wbWi_6bUZqi_4RMKJ0vrs_g7Ptk-CHhvs9BgwFikNSWv0HeRhbMBWYpGl0iBcqEgrfwmn8HTGRJIEp14wVNs1kH6X12Kx_UXIzxH3zEsvLmQDINiiwplikSav-lKnEbRckw/s1382/IMG_20230210_074321-SK-Dishonored2-CoreAbilities.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1382" data-original-width="1036" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEguVvchlchYor4rprh1jAVLOfUVRSx3PYKDqxr0ApqNPhBrCmDsWzL9eo_wbWi_6bUZqi_4RMKJ0vrs_g7Ptk-CHhvs9BgwFikNSWv0HeRhbMBWYpGl0iBcqEgrfwmn8HTGRJIEp14wVNs1kH6X12Kx_UXIzxH3zEsvLmQDINiiwplikSav-lKnEbRckw/w480-h640/IMG_20230210_074321-SK-Dishonored2-CoreAbilities.jpg" width="480" /></a></div><p><br /></p><span style="font-family: helvetica;">An example of what Mission Data will be needed to define a mission in full.</span><p></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBH8hY2SMu5omb70G_pTO3T1hCRCFhDgzXg5N9jYX_2bsd71slWeG4CpsePEFrIQ0H44ncYmXG1qA6qnELJim9tbyONDhdbryXyrQQQJQV2eWHXE8ef9nR-c8CR21CTFkXCr01UsIIjjHpiFoYKEXXYL0U4ovLSwTCMkNiHj5BPFGU2uDzMknGqc2PAw/s1382/IMG_20230210_080658-SK-ExampleMissionData.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1382" data-original-width="1036" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhBH8hY2SMu5omb70G_pTO3T1hCRCFhDgzXg5N9jYX_2bsd71slWeG4CpsePEFrIQ0H44ncYmXG1qA6qnELJim9tbyONDhdbryXyrQQQJQV2eWHXE8ef9nR-c8CR21CTFkXCr01UsIIjjHpiFoYKEXXYL0U4ovLSwTCMkNiHj5BPFGU2uDzMknGqc2PAw/w480-h640/IMG_20230210_080658-SK-ExampleMissionData.jpg" width="480" /></a></div><p><br /></p><span style="font-family: helvetica;">When thinking about how to get the actual Objective Types working, I've had to stop and really think about how missions will be generated, how an objective will be "set up" in the world, and how it'll be "checked off". </span><p></p><p><span style="font-family: helvetica;">This is all done dynamically, so it needs to be able to take its cues from the Mission Data, and sort of "take care of itself" without any designer-hand-placement. </span></p><p><span style="font-family: helvetica;">So this raises big questions about how much info the designer will actually specify in the Mission Data, and what this data will look like. How vague or specific can it be? What's the interface and data actually look like for specifying these things? All a big work in progress.</span></p><p><span style="font-family: helvetica;">I quickly moved from my paper spreadsheet to a digital version, and things started to grow and shrink and get complex!</span></p><p><span style="font-family: helvetica;">The main thing I needed to learn from this was what generalised variables I could use, across all mission types, to get the ball rolling, so I could actually start implementing ANY of the objective types.</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1LKDkzkVkOPK9uuSBz6kSOFoaCBgw5HiIUGVY4QXAzIy-h4vtFM_IS-9lCvzxTg_Iu7QDO0GD8nUfPYv-k8oI4lqOeCZhUaoLJvqLcLfQtMvj__E_ARtLDu2pEWy2Pv8A3hjInFLI_Y9uY5zRRld2_BxSs7N7nzaf4CvmIGM-mhVLNKvndho0CuiIIA/s1382/IMG_20230212_101957-SK-MissionTypeTable.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="914" data-original-width="1382" height="424" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj1LKDkzkVkOPK9uuSBz6kSOFoaCBgw5HiIUGVY4QXAzIy-h4vtFM_IS-9lCvzxTg_Iu7QDO0GD8nUfPYv-k8oI4lqOeCZhUaoLJvqLcLfQtMvj__E_ARtLDu2pEWy2Pv8A3hjInFLI_Y9uY5zRRld2_BxSs7N7nzaf4CvmIGM-mhVLNKvndho0CuiIIA/w640-h424/IMG_20230212_101957-SK-MissionTypeTable.jpg" width="640" /></a></div><p><br /></p><span style="font-family: helvetica;">So I've made an actual start on the Scenario System, in the project itself!</span><p></p><p><span style="font-family: helvetica;">There is Scenario Data, Mission Data and Rules, with Checks and Changes used across them.</span></p><p><span style="font-family: helvetica;">It's a nice generalised, atomic system, that is versatile and powerful.</span></p><p><span style="font-family: helvetica;">I've also implemented the in-game Objectives Dialog Box, which shows your objectives and their current status (complete or not complete).</span></p><p><span style="font-family: helvetica;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJ5xxRifsUB_3ADDOy2YrN6xZ4R0QglrckStgg-TxyTuQPyEO6xDkHUalIS9rYLSGPt9ngFpyP1rwL2QUUVcu7WRhlkkgJrOjG0MKtOQszYpwgemo-L0VarAukLs9tV5aIO1V1mAa3LiwrP5GXDbg-zsJwI9MFe5lfIXezKwFFKIe9XEVjFt9B7AOovw/s1382/IMG_20230218_210837-SK-ObjectivesUI.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1382" data-original-width="912" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgJ5xxRifsUB_3ADDOy2YrN6xZ4R0QglrckStgg-TxyTuQPyEO6xDkHUalIS9rYLSGPt9ngFpyP1rwL2QUUVcu7WRhlkkgJrOjG0MKtOQszYpwgemo-L0VarAukLs9tV5aIO1V1mAa3LiwrP5GXDbg-zsJwI9MFe5lfIXezKwFFKIe9XEVjFt9B7AOovw/w422-h640/IMG_20230218_210837-SK-ObjectivesUI.jpg" width="422" /></a></div><br /><span style="font-family: helvetica;">I've only implemented 2 objective types so far, one of which is sort of just a placeholder "Find the Flag" objective.</span><p></p><p><span style="font-family: helvetica;">I still need to implement at least 2 - 4 other objective types, which are more complex, and depend on me doing some other work first.</span></p><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;">Working through this process, it really makes me realise, even though I've released many games, there's just so much to learn and tackle when designing and programming games!</span></p><p><span style="font-family: helvetica;">Each new challenge can be so huge and daunting. And progress is very slow when combined in with all the other parts of my life! </span></p><p><span style="font-family: helvetica;">It's nice to look back on a process like this and see the progress, and enjoy seeing it come together.</span></p><p><span style="font-family: helvetica;"><br /></span></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-7226126384639089972022-11-12T10:55:00.026+11:002023-03-18T11:25:32.086+11:00SECRET KEEP - Dev Video 19 - "Knight / Guard - Locomotion Base Layer"<p><span style="font-family: helvetica;">A little Dev Video about tackling Character Animation in Unity.</span></p><p><span style="font-family: helvetica;">I'm trying to get my head fully around how to use Root Motion versus In Place animations, setting up good motion and blending on animations, etc.</span></p><p><span style="font-family: helvetica;">Character Animation really gets into this vortex of where models, animations, AI, behaviours and logic all come together! It's complex!</span></p><p><span style="font-family: helvetica;">Making some progress... :D</span></p><p><span style="font-family: helvetica;"><br /></span></p>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/eTpcjVg87IY?list=PLA2kYB0UP03DmE1x9Wqru5Yytk873KidA" title="Secret Keep - Dev Diary 19: Knight / Guard - Locomotion Base Layer" width="600"></iframe>
Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-84352916630307247272022-10-08T11:54:00.004+11:002023-03-18T11:59:05.932+11:00SECRET KEEP - Dev Diary 18 - "From Mission Design to World Design"<p><span style="font-family: helvetica;">Going for a nice walk in the forests and gardens, and thinking about how to tackle the design of the story and the world.</span></p><p>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/2yFyFH8tSUU?list=PLA2kYB0UP03DmE1x9Wqru5Yytk873KidA" title="Secret Keep - Dev Diary 18: From Mission Design to World Design" width="600"></iframe>
</p><p><span style="font-family: helvetica;">I've decided to step back from designing the Scenario System itself, and instead look at my World Design more broadly, as I think this needs to come first.</span></p><p><span style="font-family: helvetica;">I've been laying the foundations for the technologies of my game! Now I need to lay the proper foundations for the world and setting of the game.</span></p><p><span style="font-family: helvetica;">I've realised I need to go deeper into the specifics of designing the broader realms and creatures of my game world, to have a proper foundation to build on.</span></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-44804281098610035652022-10-02T06:34:00.003+11:002023-03-18T11:11:37.209+11:00SECRET KEEP - Dev Video 17 - "Game Concept Overview"<p><span style="font-family: helvetica;">Here's an overview of my vision for the game.</span></p><p><span style="font-family: helvetica;">Lots and lots and lots of work to do to make it a reality! :D </span></p>
<iframe width="600" height="340" src="https://www.youtube.com/embed/ctfxEBrHsmA" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-72136714779377116272022-09-25T06:32:00.003+10:002023-03-18T11:12:09.074+11:00SECRET KEEP - Dev Video 16 - "FROBBING"<p><span style="font-family: helvetica;">A FROBBING GOOD TIME WAS HAD BY ALL.</span></p><p><span style="font-family: helvetica;">I've implemented the foundations of the interaction system, for examining objects, and picking thing up. Very excited to be at this stage after so much tech & architecture work!</span></p><p>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/T8agoCVgJK4" title="YouTube video player" width="600"></iframe></p><p><br /></p><p><span style="font-family: helvetica;"><i>Disclaimer for all these early videos:</i></span></p><p><span style="font-family: helvetica;">Lots of sounds from "Thief: The Dark Project" are used for prototyping purposes! :)</span><span style="font-family: helvetica;"> </span></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-39201983943231883882022-09-23T06:30:00.003+10:002023-03-18T11:12:19.716+11:00SECRET KEEP - Dev Video 15 - "New Blackjack! Tweaked Menu Selection System"<p><span style="background-color: white; color: #0d0d0d; font-size: 15px; white-space: pre-wrap;"><span style="font-family: helvetica;">I created a new Blackjack model in Blender, and tweaked up how the menus work with gamepad and mouse.</span></span></p>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/IhjooRVgiNQ" title="YouTube video player" width="600"></iframe>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-25630876365305270562022-09-22T14:27:00.005+10:002023-03-18T11:12:30.492+11:00SECRET KEEP - Dev Video 14 - "Testing more lighting & weather conditions"<p><span style="font-family: helvetica;">Some more testing of different lighting and weather conditions, and how they affect interiors.</span></p><p><span style="font-family: helvetica;"> </span></p>
<iframe width="600" height="340" src="https://www.youtube.com/embed/FWlyN6ViRZY" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-46408109654303301012022-09-22T06:26:00.002+10:002023-03-18T11:12:44.095+11:00SECRET KEEP - Dev Video 13 - "Improving Interior Lighting"<p><span style="font-family: helvetica;">I researched, fiddled, and tweaked interior lighting, so there's more consistent and decent looking lighting inside castles!</span></p><p><span style="font-family: helvetica;">This involved putting in Reflection Probes in each room, and also tweaking Enviro Volume Lighting settings to stop the sun shining through walls.</span></p><p><span style="font-family: helvetica;">Much better!</span></p><p><br /></p><p>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/ggBiilmmG3I" title="YouTube video player" width="600"></iframe></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-26819077577377945492022-09-18T06:23:00.002+10:002023-03-18T11:12:54.466+11:00SECRET KEEP - Dev Video 12 - "Back to work - Tower Generation Progress"<p><span style="font-family: helvetica;">It's been a while! I took time off work, and built a home office / studio to work in!</span></p><p><span style="font-family: helvetica;">Now I'm back, and excited to be working on Secret Keep again. I've gotten back into the Tower Generation algorithms, filing the interior up with more logical rooms and stairways to reach the top.</span></p><p><span style="font-family: helvetica;">This provides a good foundation for putting some actual playable missions into the game! :D</span></p><p><span style="font-family: helvetica;"> </span></p>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/ip9JRZbZzzc" title="YouTube video player" width="600"></iframe>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-54636248828102157072022-07-26T22:26:00.000+10:002022-07-26T22:26:17.025+10:00SECRET KEEP - Concept Art Generation with MidjourneyAI (Pt 2)<p><span style="font-family: helvetica;"> I generated some more concept art using MidJourney. Fun!</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyhfh6Dllrxb6iA3KPMjlWXxJViApX12GDAUcUTgSxMEgJxtZnumXnuFwYipG8XW-xlBzrmblnj0TKLmcmjXsLHjQWyQmc4VQ-aIEktavd9EZfStRZkYMPyCeD1AB3u5aSMIFXswdm13eq60oxuMyl2g5vWXUeAKKLg1zJb-XSf7FJrFm-Pukg8GIGMg/s1920/SecretKeep-Banquet.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1920" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhyhfh6Dllrxb6iA3KPMjlWXxJViApX12GDAUcUTgSxMEgJxtZnumXnuFwYipG8XW-xlBzrmblnj0TKLmcmjXsLHjQWyQmc4VQ-aIEktavd9EZfStRZkYMPyCeD1AB3u5aSMIFXswdm13eq60oxuMyl2g5vWXUeAKKLg1zJb-XSf7FJrFm-Pukg8GIGMg/w640-h256/SecretKeep-Banquet.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLY4ovyPSiy7KMkKnD3ehupmVU8ZA7cMnotsFl8t1gGpyqOtGWM_OwRLe7FbSsX_B6rsmiGY7D1r365a0PQFE-wj7II3LjmCoz-QCVpGL4R2c2aUbEjrK-yWSBG_LLO6fu3zAdyog0X5PG6PnouO-oSIIHqW2ZkQy6blz89RfgGRc4odSjr4nQjmoGBg/s1920/SecretKeep-ClifftopVillage.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1920" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiLY4ovyPSiy7KMkKnD3ehupmVU8ZA7cMnotsFl8t1gGpyqOtGWM_OwRLe7FbSsX_B6rsmiGY7D1r365a0PQFE-wj7II3LjmCoz-QCVpGL4R2c2aUbEjrK-yWSBG_LLO6fu3zAdyog0X5PG6PnouO-oSIIHqW2ZkQy6blz89RfgGRc4odSjr4nQjmoGBg/w640-h256/SecretKeep-ClifftopVillage.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4grdlYDW4qSc8KGx_vQnzSAme1AY3sjOP3Iicfbc3U3yX1LBQPfDnwxDBJk7ny6n5paez3yWdQDZ1i57t4BInQT-V912Zgf9M92A_FOVcUqV3U3GrFSTURvFhqJHUvIfGCtv-xUuzTvpwvpB0yfu4US4aMW7YUkN6NWiDFOGSZVLS6EJDB8Hxh4wgeA/s1920/SecretKeep-CloakedHunter.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1920" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh4grdlYDW4qSc8KGx_vQnzSAme1AY3sjOP3Iicfbc3U3yX1LBQPfDnwxDBJk7ny6n5paez3yWdQDZ1i57t4BInQT-V912Zgf9M92A_FOVcUqV3U3GrFSTURvFhqJHUvIfGCtv-xUuzTvpwvpB0yfu4US4aMW7YUkN6NWiDFOGSZVLS6EJDB8Hxh4wgeA/w640-h256/SecretKeep-CloakedHunter.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwCw7uHSf75vkBEGC6W0Xoaf3v8wLxPK0UGVzOWIO5WS9lbE_B2OZGkjgwxdE55zmT4FQilccy1Hpza0K9ZQY2D_nvBR6D-pg3StjmcZT6rN0p9AuOpVPxGus4uEBreeg5ibIRDoxrnDQ-gdpcMecCJMeM3uB4trOpQwPMWOt1NY33ZLMvbbbiTHJGKw/s1920/SecretKeep-GlowingTemple1.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1920" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwCw7uHSf75vkBEGC6W0Xoaf3v8wLxPK0UGVzOWIO5WS9lbE_B2OZGkjgwxdE55zmT4FQilccy1Hpza0K9ZQY2D_nvBR6D-pg3StjmcZT6rN0p9AuOpVPxGus4uEBreeg5ibIRDoxrnDQ-gdpcMecCJMeM3uB4trOpQwPMWOt1NY33ZLMvbbbiTHJGKw/w640-h256/SecretKeep-GlowingTemple1.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVb2AUrTGviM44Np818G4YesziATR9Z2RyhKWhRRo14j_MoyTD6FT8seL7BvIDpdkET7E-5CY7_wT0-k7tVe_COhG8lLJAsziWm_FdlGNIAliVffmaq0hnbEt7GkhTNO-e5XenxDlIjgfDh38zh_FoZ07SoE7VgHwQuxRI-YM_AD1GNxvAxGJdQSfG0w/s1920/SecretKeep-GlowingTemple2.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1920" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVb2AUrTGviM44Np818G4YesziATR9Z2RyhKWhRRo14j_MoyTD6FT8seL7BvIDpdkET7E-5CY7_wT0-k7tVe_COhG8lLJAsziWm_FdlGNIAliVffmaq0hnbEt7GkhTNO-e5XenxDlIjgfDh38zh_FoZ07SoE7VgHwQuxRI-YM_AD1GNxvAxGJdQSfG0w/w640-h256/SecretKeep-GlowingTemple2.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcNC6dO59kECYZLsq_8B6utjIYBc_mrMQhXClBcjMDCNkeZhQ2fsaliJO7tCpFuda3TDKYIjtxUI7MIR3zCXJZ4oNr0emahrWo00BdS7sanf-56QAH3_sa7gUakiOGg479TDP5GOBWuCKoQawIObsD91YARC3f_8VZ48Hp6Cftjnyn0qw1kca4reg6Aw/s1920/SecretKeep-MountainsideVillage.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1920" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgcNC6dO59kECYZLsq_8B6utjIYBc_mrMQhXClBcjMDCNkeZhQ2fsaliJO7tCpFuda3TDKYIjtxUI7MIR3zCXJZ4oNr0emahrWo00BdS7sanf-56QAH3_sa7gUakiOGg479TDP5GOBWuCKoQawIObsD91YARC3f_8VZ48Hp6Cftjnyn0qw1kca4reg6Aw/w640-h256/SecretKeep-MountainsideVillage.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0M4PVauLrGXUTFFDZGEm41MExdsjwW9ly70Uhx8JvnKqz8rX7fwOrgTA8_2b10ip-J9NTsG1k0FEMv9U5MGvB8SsDTw6h3eXCqxzJiF6Vtg3XU8QZktPez_FTUKbRKmGS9GAf2sTjn_WN8W8zM2_iGQshRRM8XuRTXbNynwABMpLAvJaxHrimcuQ7GA/s1920/SecretKeep-OceanSeige.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1920" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi0M4PVauLrGXUTFFDZGEm41MExdsjwW9ly70Uhx8JvnKqz8rX7fwOrgTA8_2b10ip-J9NTsG1k0FEMv9U5MGvB8SsDTw6h3eXCqxzJiF6Vtg3XU8QZktPez_FTUKbRKmGS9GAf2sTjn_WN8W8zM2_iGQshRRM8XuRTXbNynwABMpLAvJaxHrimcuQ7GA/w640-h256/SecretKeep-OceanSeige.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhF1qx8ymEdFFOfnzyNLJcZt0doXJrAb0BwQRVqq6dTJ4wDJ9Cy5ZP0LT_hE2lUQcn9J2ofTqgfiBQN4A0UmTX_bH0dz33j9uEHzzffI4mh3Vd2fUE4BmCrBcfuFuIKuxzBAgO4qH7X2Cvd29COpFu7JbQX_jp7hY6hb9RS4oJZMzekTn-z9Vt6BTlaKw/s1920/SecretKeep-PortTown.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="768" data-original-width="1920" height="256" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhF1qx8ymEdFFOfnzyNLJcZt0doXJrAb0BwQRVqq6dTJ4wDJ9Cy5ZP0LT_hE2lUQcn9J2ofTqgfiBQN4A0UmTX_bH0dz33j9uEHzzffI4mh3Vd2fUE4BmCrBcfuFuIKuxzBAgO4qH7X2Cvd29COpFu7JbQX_jp7hY6hb9RS4oJZMzekTn-z9Vt6BTlaKw/w640-h256/SecretKeep-PortTown.png" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbH0gPUNpBsdLfAAtj7AP7bULOXvjs4vPR2Sdi8RDgv-hWVPZhSyb1mWgj-mder2Ajc0HBKPRo-bvU1aSqqPi5-B0VUnLnpFm2mkHCrLWn-jz3kdLTR-mblJUTpp3DQSxXeXneFLjWb6psv10F8QInyeb2L_yUCNu0StzNPdL1dmQiTCVhKiyKo9mHDg/s2304/SecretKeep-RoyalLibrary.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="2304" data-original-width="896" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbH0gPUNpBsdLfAAtj7AP7bULOXvjs4vPR2Sdi8RDgv-hWVPZhSyb1mWgj-mder2Ajc0HBKPRo-bvU1aSqqPi5-B0VUnLnpFm2mkHCrLWn-jz3kdLTR-mblJUTpp3DQSxXeXneFLjWb6psv10F8QInyeb2L_yUCNu0StzNPdL1dmQiTCVhKiyKo9mHDg/w248-h640/SecretKeep-RoyalLibrary.png" width="248" /></a></div><br /><span style="font-family: helvetica;"><br /></span><p></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-12995312941865643532022-07-17T06:59:00.008+10:002022-07-26T22:24:44.753+10:00SECRET KEEP - Concept Art Generation with MidjourneyAI (Pt 1)<p><span style="font-family: helvetica;">I generated a bunch of concept art using Midjourney. I had a surprisingly productive experience just using the 25 free "attempts" you get with the free intro trial.</span></p><p><span style="font-family: helvetica;">Midjourney is an AI tool where you describe images with text input. I planned these out pretty carefully ahead of time, to cover the sorts of things I wanted to achieve, and also basing my inputs on a bit of research looking through the existing efforts of other users.</span></p><p><span style="font-family: helvetica;">It was a surprisingly exciting and fun process! It really felt like working with some kooky collaborator, and came back with great images very consistently based on my input descriptions.</span></p><p><span style="font-family: helvetica;">Without further ado, here are my concept art images generated with Midjourney!</span></p><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjivHkaB4WWCMDbGCrt_b7tP5Imepb57JgOpIqWRRN5eTJ2Br22RP4N4xVCNMc4S9m8veszux7aq_RM7jzO5slgoBYu0YHzEbNVyMFO4KvqnSwAw35mrK1SJgDqq-UqdvcDRCBnNpHGn-5JOQfUHOl7hTUNuLVHYWQtaNhmS-9Oi4AFK86P9QjLCXqmoA/s1792/SecretKeep-ConceptArt-IslandTowers.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="1792" height="366" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjivHkaB4WWCMDbGCrt_b7tP5Imepb57JgOpIqWRRN5eTJ2Br22RP4N4xVCNMc4S9m8veszux7aq_RM7jzO5slgoBYu0YHzEbNVyMFO4KvqnSwAw35mrK1SJgDqq-UqdvcDRCBnNpHGn-5JOQfUHOl7hTUNuLVHYWQtaNhmS-9Oi4AFK86P9QjLCXqmoA/w640-h366/SecretKeep-ConceptArt-IslandTowers.jpg" width="640" /></a><br /></div><div class="separator" style="clear: both; text-align: center;"><i>Visit mysterious islands across a strange archipelago of crooked towers and unusual beasts.</i></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgggYYbqS0PlgILPXeORPRi15n-efakfezTe8A12dW0xseqUKeVyptB9PXSo8GdpLgF-PbcZ-lAPqDUub645_2qZmSHKXrZb4W0PoXxwc95WfYjjGCDIWMM_zvGeL4m8lFaZ6KYNHsYDKIOpROzhQt5dimVCSzbb0qbWAxl-eLrGVd71RLEtP998r5Ww/s1792/SecretKeep-ConceptArt-MistyStandingStones.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="1792" height="366" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhgggYYbqS0PlgILPXeORPRi15n-efakfezTe8A12dW0xseqUKeVyptB9PXSo8GdpLgF-PbcZ-lAPqDUub645_2qZmSHKXrZb4W0PoXxwc95WfYjjGCDIWMM_zvGeL4m8lFaZ6KYNHsYDKIOpROzhQt5dimVCSzbb0qbWAxl-eLrGVd71RLEtP998r5Ww/w640-h366/SecretKeep-ConceptArt-MistyStandingStones.jpg" width="640" /></a></div><i>Step through the standing stones in the mist.</i></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHDsvz9lafwwfg4sHAcuVIDBVxWHtpr4fTI3zqz2F0TDSvfQFlQMyifthH1fB9kEjcdSSHPvapXM4LObFBTfTjrvKXqD6sPRD6y_N9_K0pns1jeTYd-5C-MbcSJB3pn7oDe8bfaJd_oFiB9AAQMPXSsAI03vEHVqQtIQ-rsRQkqV684KtB-JJ6lnXIOg/s1689/SecretKeep-ConceptArt-TheScorch.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="950" data-original-width="1689" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiHDsvz9lafwwfg4sHAcuVIDBVxWHtpr4fTI3zqz2F0TDSvfQFlQMyifthH1fB9kEjcdSSHPvapXM4LObFBTfTjrvKXqD6sPRD6y_N9_K0pns1jeTYd-5C-MbcSJB3pn7oDe8bfaJd_oFiB9AAQMPXSsAI03vEHVqQtIQ-rsRQkqV684KtB-JJ6lnXIOg/w640-h360/SecretKeep-ConceptArt-TheScorch.jpg" width="640" /></a></div><i>The Scorch scour the land, searching for something forgotten to time.</i></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbgc1kFnAxvXp82bbF_GeRspSouN-8iPCR9rIpWWzF1tqL7LnFCoxNrSX7fGE24bONHA_CEMSVYr5L7SrM9gunnIyVqYwf4GRMCrvzYBM59R5-IXSUMnrlR79Pc1C7As4RCWtO7uSia6NmD6uI4fhVYLj56lLV07J46dcxhLKnS_91_rnK0PhPIiI4LQ/s1592/SecretKeep-ConceptArt-UnderseaDiver.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="896" data-original-width="1592" height="360" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhbgc1kFnAxvXp82bbF_GeRspSouN-8iPCR9rIpWWzF1tqL7LnFCoxNrSX7fGE24bONHA_CEMSVYr5L7SrM9gunnIyVqYwf4GRMCrvzYBM59R5-IXSUMnrlR79Pc1C7As4RCWtO7uSia6NmD6uI4fhVYLj56lLV07J46dcxhLKnS_91_rnK0PhPIiI4LQ/w640-h360/SecretKeep-ConceptArt-UnderseaDiver.jpg" width="640" /></a></div><i>Dive underwater to explore and find lost relics.</i></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNLb7KIrUbVEb23bF_eqMCwxUn3hSSTysgVQymAjK_Z4-kwK2TGBFbpP31G7RSwO0WP_i4pC97vx3pb8yItSmSEZQ_eBt2oZ5Og-cLgXdnluG_YmKbGVvUKGtHGuxdVD-eQ80DZdquMjyB4ave0XMcuocgMEW4dav8TTpW_7FWUPwOaoBzmaljCWPDpg/s1792/SecretKeep-ConceptArt-TrinketShop.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="1792" height="366" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhNLb7KIrUbVEb23bF_eqMCwxUn3hSSTysgVQymAjK_Z4-kwK2TGBFbpP31G7RSwO0WP_i4pC97vx3pb8yItSmSEZQ_eBt2oZ5Og-cLgXdnluG_YmKbGVvUKGtHGuxdVD-eQ80DZdquMjyB4ave0XMcuocgMEW4dav8TTpW_7FWUPwOaoBzmaljCWPDpg/w640-h366/SecretKeep-ConceptArt-TrinketShop.jpg" width="640" /></a></div><i>If you are lucky, you may find one of the ancient trinket shops, to buy and sell precious wares.</i></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBpb-trn8q-3k-C73AEcXaz4cep74qXagJgNfsBOeIZByCMN8WiG0nMyQJ7qZeAPkXpuuUqVIMjlJmW5cj8nhY7yGg9uZAFJiwSxP0F1G46DX1EcKFKD2SkRHMmwEXKj5UA7bYEGCAb822A19keZ_szliHmEQUXjBmkzR4_fWVT6zhu-vIvVe8RdbK2A/s1792/SecretKeep-ConceptArt-CeremonyOfTheRobed.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="1792" height="364" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgBpb-trn8q-3k-C73AEcXaz4cep74qXagJgNfsBOeIZByCMN8WiG0nMyQJ7qZeAPkXpuuUqVIMjlJmW5cj8nhY7yGg9uZAFJiwSxP0F1G46DX1EcKFKD2SkRHMmwEXKj5UA7bYEGCAb822A19keZ_szliHmEQUXjBmkzR4_fWVT6zhu-vIvVe8RdbK2A/w640-h364/SecretKeep-ConceptArt-CeremonyOfTheRobed.jpg" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><i>Disguise yourself and go among The Robed unseen and unheard.</i></div><div class="separator" style="clear: both; text-align: center;"><i><br /></i></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNoTSP6e26CO2Kqncke5JphSKu9BiYcTaHcc03TtuMylk_rUVTdc1_jOE3HcZZp994CHGPtO4V8xD4rZjdgahSILtq4BOd6xTb7siwML074SadbSC5dwV4UB4sV9xjht09cd1_0aZ0Cp8m-xi2uov6bLinOUMznsuJErPnH1VAFZIfloiWFRk9kEi35w/s1792/SecretKeep-ConceptArt-CrookedTowers.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="1792" height="366" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiNoTSP6e26CO2Kqncke5JphSKu9BiYcTaHcc03TtuMylk_rUVTdc1_jOE3HcZZp994CHGPtO4V8xD4rZjdgahSILtq4BOd6xTb7siwML074SadbSC5dwV4UB4sV9xjht09cd1_0aZ0Cp8m-xi2uov6bLinOUMznsuJErPnH1VAFZIfloiWFRk9kEi35w/w640-h366/SecretKeep-ConceptArt-CrookedTowers.jpg" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><i>Sail the lands to pursue your destiny, choosing who to help, and what paths to forge.</i></div><div class="separator" style="clear: both; text-align: center;"><i><br /></i></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJwMyOKXjwo0ruAmuWAQItMdTLJdwxi4809aNXXDY317ilbWLFwsK35QhT--kfjinCnxBVqxDLEML5BwS7sEEWPg82IOeBRWIG6JMDAAZ5dJ89nx84J42KjFg9IDHwhw9BZWldYl9O-kjKc8aSqgLEaf_BbftlGrVh4ERgg1Ho6G51vE4jHA8u3s5cpg/s1792/SecretKeep-ConceptArt-SeaMap.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="1792" height="366" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJwMyOKXjwo0ruAmuWAQItMdTLJdwxi4809aNXXDY317ilbWLFwsK35QhT--kfjinCnxBVqxDLEML5BwS7sEEWPg82IOeBRWIG6JMDAAZ5dJ89nx84J42KjFg9IDHwhw9BZWldYl9O-kjKc8aSqgLEaf_BbftlGrVh4ERgg1Ho6G51vE4jHA8u3s5cpg/w640-h366/SecretKeep-ConceptArt-SeaMap.jpg" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><p></p><p><span style="font-family: helvetica;">I was kind of shocked how well it worked, and I'd love to keep doing it for hours and hours more... but I limited myself to the free trial for now. :D</span></p><p><span style="font-family: helvetica;">In many ways, "jamming out" these concepts in collaboration with an AI program felt true to the spirit of my game itself, because Secret Keep is a generator as well (in many of it's parts), and I want to engage the player as an active participant in shaping the events and outcomes of their playthru. </span></p><p><span style="font-family: helvetica;">I want Secret Keep to reflect something of the player's inputs back at them, generating surprising missions, unique to their playthrough, based on how they act in the game and the goals they choose to pursue.</span></p><div><span style="font-family: helvetica;"><br /></span></div>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-74306969461970877532022-01-07T06:19:00.002+11:002023-03-18T11:14:53.462+11:00SECRET KEEP - Dev Video 11 - "Crossbow Guards - Voices & Bolts"<div><div><span style="font-family: helvetica;">Did some work on the Crossbow Guards:</span></div><div><ul style="text-align: left;"><li><span style="font-family: helvetica;">Got their crossbow bolts behaving quite well.</span></li><li><span style="font-family: helvetica;">Got their voices low-pass-filtered if they are on a different floor of the tower.</span></li></ul></div></div><div><br /></div><iframe -="" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" bolts="" crossbow="" frameborder="0" guards="" height="340" keep="" secret="" src="https://www.youtube.com/embed/2DaTzdalnKM?list=PLA2kYB0UP03DmE1x9Wqru5Yytk873KidA" title="Immersive Sim Dev #11: " voices="" width="600"></iframe>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-72098260695647270932022-01-02T09:45:00.007+11:002023-03-18T11:15:04.005+11:00SECRET KEEP - Dev Video 10 - "Towers: Entryways, Basic Rooms, Crossbow Guards"<p><span style="font-family: helvetica;">Made some more good progress with the towers.</span></p><p><span style="font-family: helvetica;">- Can build any sized tower.</span></p><p><span style="font-family: helvetica;">- Land around that tower is automatically flattened and reserved, so that no trees, grass or other objects get placed there.</span></p><p><span style="font-family: helvetica;">- Discuss thoughts on future tower generation & mission activities!</span></p>
<span style="font-family: helvetica;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/fh_VInOprtk" title="YouTube video player" width="600"></iframe></span>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-19390540195582367302022-01-02T09:11:00.009+11:002023-03-18T11:15:31.222+11:00SECRET KEEP - Dev Video 6, 7, 8, 9 - Building Towers & Flattening Land<span style="font-family: helvetica;"><span>Catching up on the past few weeks!<br />
It's been the lead up to Christmas and New Years, and now both are done!<br />
But I was also very pleased to get a bunch of things done on the project.<br /><br />
</span>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/-sUD8Srsqds?list=PLA2kYB0UP03DmE1x9Wqru5Yytk873KidA" title="YouTube video player" width="600"></iframe><br /></span><ul style="text-align: left;"><li><span style="font-family: helvetica;">Taking stock of the project, before embarking on a stint of development coming up!</span></li><li><span style="font-family: helvetica;">
Tweaked the player controller. Integrating a more grounded player with blackjack, sword, torch, etc. Swimming. </span></li><li><span style="font-family: helvetica;">
Thinking about plans for building towers, flattening the land, etc.</span></li></ul>
<span style="font-family: helvetica;"><span><br />
</span>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/buAR9PHa-h4?list=PLA2kYB0UP03DmE1x9Wqru5Yytk873KidA" title="YouTube video player" width="600"></iframe><br /></span><ul style="text-align: left;"><li><span style="font-family: helvetica;">Basic terrain flattening code working!</span></li><li><span style="font-family: helvetica;">
Thinking through all the steps that need to be done to get this working "automatically" for each tower built.</span></li></ul>
<span style="font-family: helvetica;"><span><br />
</span>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/grHbjGdSAlM?list=PLA2kYB0UP03DmE1x9Wqru5Yytk873KidA" title="YouTube video player" width="600"></iframe><br /></span><ul style="text-align: left;"><li><span style="font-family: helvetica;">Got automatic building of towers and flatting the land working.</span></li><li><span style="font-family: helvetica;">
I can now build towers of rectangular proportions, and it automatically flattens the terrain, with padding and falloff.</span></li><li><span style="font-family: helvetica;">
Not yet reserving the land for the building, so currently still getting grasses, trees and other objects being spawned inside the buildings.</span></li></ul>
<span style="font-family: helvetica;"><span><br />
</span>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/RllJrIK-QmE?list=PLA2kYB0UP03DmE1x9Wqru5Yytk873KidA" title="YouTube video player" width="600"></iframe><br /></span><ul style="text-align: left;"><li><span style="font-family: helvetica;">Tweaking the tower generation system. Smoother code. Updated Blender kit pieces.</span></li><li><span style="font-family: helvetica;">
Talking about my ideas for a Reserved Land system.</span></li><li><span style="font-family: helvetica;">
Talking about ideas for a tower generation system that's more formalised and contextually aware.</span></li><li><span style="font-family: helvetica;">
Was still working with 8m x 8m x 3m kit pieces here. Thinking about 10m x 10m x 4m room size instead.</span></li></ul>
Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-84250703069897028662021-10-16T07:28:00.002+11:002021-10-16T07:28:24.988+11:00SECRET KEEP - Dev Video 5 - Menus, Save Format, "Find the Flag" Mission Stub!<p><span style="font-family: arial;">It's a real joy to be getting back into proper development of SECRET KEEP.</span></p><p><span style="font-family: arial;">I had to take time away to learn more programming (making MUZTEK Base Game systems), to figure out how to fully Pause and Unpause the game properly, and how to do Save & Load of game state.</span></p><p><span style="font-family: arial;">Now I'm back, and I've integrated these concepts into SECRET KEEP in a basic way, with a Menu System in place, a basic Save & Load system working, and a basic Mission Generation loop in place from the menu, into the game, and back out again.</span></p><p><b style="font-family: arial;">Here I show the basic menu, save, load, mission generation loop in action...</b></p><p style="text-align: center;"><iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/9wcyXUg4P3k" width="560"></iframe><span style="font-family: helvetica;"> </span></p><p><span style="font-family: arial;">It's great to now have this in place, as I can start to actually work on game systems, mission types, NPCs, player abilities, etc, all working within this foundational framework I have in place.</span></p><p><span style="font-family: arial;">Here's a bunch of screenshots I also took at this point in time!</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-6AwqDl9jeYw/YWnkJ73e0WI/AAAAAAAAFpg/A8h76CK7l70Yx5bkpVNblbaDCWCgwoBhQCNcBGAsYHQ/s2048/1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1145" data-original-width="2048" height="358" src="https://1.bp.blogspot.com/-6AwqDl9jeYw/YWnkJ73e0WI/AAAAAAAAFpg/A8h76CK7l70Yx5bkpVNblbaDCWCgwoBhQCNcBGAsYHQ/w640-h358/1.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-pYWxdxyoa6E/YWnkJ6jl4xI/AAAAAAAAFpo/5KqLtPx33X85mWGAh1M3sKJ7HTTaWOw6QCNcBGAsYHQ/s2048/2.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1145" data-original-width="2048" height="358" src="https://1.bp.blogspot.com/-pYWxdxyoa6E/YWnkJ6jl4xI/AAAAAAAAFpo/5KqLtPx33X85mWGAh1M3sKJ7HTTaWOw6QCNcBGAsYHQ/w640-h358/2.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-yIsV8E30Juc/YWnkJ-K_rdI/AAAAAAAAFpk/sZN9pHI2JZEpAXF-3iCcXHODnLtPIAndwCNcBGAsYHQ/s2048/3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1145" data-original-width="2048" height="358" src="https://1.bp.blogspot.com/-yIsV8E30Juc/YWnkJ-K_rdI/AAAAAAAAFpk/sZN9pHI2JZEpAXF-3iCcXHODnLtPIAndwCNcBGAsYHQ/w640-h358/3.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-TqLxjgUVrkI/YWnkLIjWQXI/AAAAAAAAFps/CSM96p3tmekQPdVtsF45v1YSOzvKmPe2ACNcBGAsYHQ/s2048/4.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1145" data-original-width="2048" height="358" src="https://1.bp.blogspot.com/-TqLxjgUVrkI/YWnkLIjWQXI/AAAAAAAAFps/CSM96p3tmekQPdVtsF45v1YSOzvKmPe2ACNcBGAsYHQ/w640-h358/4.jpg" width="640" /></a></div><br /><span style="font-family: arial;"><br /></span><p></p><p><span style="font-family: arial;"><br /></span></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-6664971997344973822021-10-16T07:23:00.006+11:002021-10-16T07:30:29.305+11:00SECRET KEEP - Dev Video 4 - Mission Structure Ideas<p><span style="font-family: arial;">I've pulled away from the hand-crafted idea of Secret Keep, and I'm leaning back into the procedural generation systems I've been working on.</span></p><p><span style="font-family: arial;"><b>Here I discuss the broad concepts behind how missions will be generated...</b></span></p><p style="text-align: center;"><iframe allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/xY7D0UT4MZc" width="560"></iframe><span style="font-family: helvetica;"> </span></p><p><span style="font-family: arial;">Here's a series of screenshots I took at this stage...</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-2vLCjxJuUgM/YWnkmWhecAI/AAAAAAAAFp8/WZNp42vbrlsnRbjkRS2Tuhqr0CtnvlGTQCNcBGAsYHQ/s2048/Secret%2BKeep%2B01.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1144" data-original-width="2048" height="358" src="https://1.bp.blogspot.com/-2vLCjxJuUgM/YWnkmWhecAI/AAAAAAAAFp8/WZNp42vbrlsnRbjkRS2Tuhqr0CtnvlGTQCNcBGAsYHQ/w640-h358/Secret%2BKeep%2B01.jpg" width="640" /></a></div><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-L-nume5NRr4/YWnkmbESr_I/AAAAAAAAFqE/TjDw_OAEhzogZI8BOlzagVrjxcLSkKKhwCNcBGAsYHQ/s2048/Secret%2BKeep%2B02.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1144" data-original-width="2048" height="358" src="https://1.bp.blogspot.com/-L-nume5NRr4/YWnkmbESr_I/AAAAAAAAFqE/TjDw_OAEhzogZI8BOlzagVrjxcLSkKKhwCNcBGAsYHQ/w640-h358/Secret%2BKeep%2B02.jpg" width="640" /></a></div><br /><br /><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-3x0vP_kyCAI/YWnknVEygBI/AAAAAAAAFqI/JepuTqTiJM0t1QqTqTjtRE9RUEE0Api3gCNcBGAsYHQ/s2048/Secret%2BKeep%2B04.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1149" data-original-width="2048" height="360" src="https://1.bp.blogspot.com/-3x0vP_kyCAI/YWnknVEygBI/AAAAAAAAFqI/JepuTqTiJM0t1QqTqTjtRE9RUEE0Api3gCNcBGAsYHQ/w640-h360/Secret%2BKeep%2B04.jpg" width="640" /></a></div><p></p><p><span style="font-family: arial;"><br /></span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://1.bp.blogspot.com/-TDfe3VVIoyc/YWnkmSQWdZI/AAAAAAAAFqA/4t5T8huEvGwqzco_RwZRs8r84OY_DYleQCNcBGAsYHQ/s2048/Secret%2BKeep%2B03.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1144" data-original-width="2048" height="358" src="https://1.bp.blogspot.com/-TDfe3VVIoyc/YWnkmSQWdZI/AAAAAAAAFqA/4t5T8huEvGwqzco_RwZRs8r84OY_DYleQCNcBGAsYHQ/w640-h358/Secret%2BKeep%2B03.jpg" width="640" /></a></div><p></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-45096313851101312982021-01-05T16:55:00.004+11:002021-03-11T16:01:19.178+11:00SECRET KEEP: Building a Castle (sketches & plans)<p><span style="font-family: helvetica;">I've been doing a bunch of <b>sketching and planning </b>for <b>SECRET KEEP</b>. </span></p><p><span style="font-family: helvetica;">I thought I'd post a handful of these things here. :D</span></p><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;">Warming up my drawing hand with some sketches of items from <b>The Black Cauldron</b> (Disney, 1985).</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-tOxXu2vbwy0/X_P6FMQPh9I/AAAAAAAAFS4/QDIYI2zqTw4Vv9pb8Peur5kHNu3VgDWUQCNcBGAsYHQ/%2523IMG_20201214_165602.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1017" data-original-width="1400" height="464" src="https://lh3.googleusercontent.com/-tOxXu2vbwy0/X_P6FMQPh9I/AAAAAAAAFS4/QDIYI2zqTw4Vv9pb8Peur5kHNu3VgDWUQCNcBGAsYHQ/w640-h464/%2523IMG_20201214_165602.jpg" width="640" /></a></div><span style="font-family: helvetica;"><p><span style="font-family: helvetica;"><br /></span></p>Sketching some items from <b>The Sword in the Stone</b> (Disney, 1963). </span><p></p><p><span style="font-family: helvetica;">Trying out <b>Charcoal Pencils</b> for the first time! Nice blacks, and a cool sketchy feel, but needs fixative! :)</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-HRhpdCVoL9Q/X_P6FARrTxI/AAAAAAAAFS8/yT82rFrEZrc24EbVTdEZixEgqWtKdQErwCNcBGAsYHQ/%2523IMG_20201214_194510.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="982" data-original-width="1400" height="448" src="https://lh3.googleusercontent.com/-HRhpdCVoL9Q/X_P6FARrTxI/AAAAAAAAFS8/yT82rFrEZrc24EbVTdEZixEgqWtKdQErwCNcBGAsYHQ/w640-h448/%2523IMG_20201214_194510.jpg" width="640" /></a></div><span style="font-family: helvetica;"><br /></span><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: helvetica;">A little castle sketch from an interesting picture I found on the internet.</span></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-kzLrTFotzuU/X_P6FCufnGI/AAAAAAAAFTA/edWfRgIni1kvtGSFlMas_5XOsk-jgQemQCNcBGAsYHQ/%2523IMG_20201216_193510.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1200" data-original-width="938" height="640" src="https://lh3.googleusercontent.com/-kzLrTFotzuU/X_P6FCufnGI/AAAAAAAAFTA/edWfRgIni1kvtGSFlMas_5XOsk-jgQemQCNcBGAsYHQ/w501-h640/%2523IMG_20201216_193510.jpg" width="501" /></a></div><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><span style="font-family: helvetica;"><br /></span></div><div class="separator" style="clear: both; text-align: left;"><span style="font-family: helvetica;">And a watercolor sketch of the king's castle in <b>Daventry</b>! :D</span></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-JxiU6mDdR9k/X_P6HVxcnLI/AAAAAAAAFTc/UgBn0SUY3hM_pyPExu6Xqd3KzkTs3dhCgCNcBGAsYHQ/%2523IMG_20201226_173625.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1600" data-original-width="1600" height="640" src="https://lh3.googleusercontent.com/-JxiU6mDdR9k/X_P6HVxcnLI/AAAAAAAAFTc/UgBn0SUY3hM_pyPExu6Xqd3KzkTs3dhCgCNcBGAsYHQ/w640-h640/%2523IMG_20201226_173625.jpg" width="640" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><span style="font-family: helvetica;"><div><span style="font-family: helvetica;"><br /></span></div><br /></span><p></p><p><span style="font-family: helvetica;">A sketch of how an arrow loop looks from outside the castle (left) and inside the castle (right).</span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-KqPkVEtCb7U/X_P6FJtyeOI/AAAAAAAAFTE/SXppEh93nhYqy5OkxcRjP81-3vv12MEHgCNcBGAsYHQ/%2523IMG_20201218_154848.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="957" data-original-width="1400" height="438" src="https://lh3.googleusercontent.com/-KqPkVEtCb7U/X_P6FJtyeOI/AAAAAAAAFTE/SXppEh93nhYqy5OkxcRjP81-3vv12MEHgCNcBGAsYHQ/w640-h438/%2523IMG_20201218_154848.jpg" width="640" /></a></div><p></p><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;">Thinking about how the <b>user interface and interactivity </b>will work.</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both;"><a href="https://lh3.googleusercontent.com/-ztyTfmFbEko/X_P6GyUmWjI/AAAAAAAAFTY/orrDEX2ZY1oEcgm0ayitgKa3a9iLGYavQCNcBGAsYHQ/%2523IMG_20201226_121256.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="670" data-original-width="1400" height="306" src="https://lh3.googleusercontent.com/-ztyTfmFbEko/X_P6GyUmWjI/AAAAAAAAFTY/orrDEX2ZY1oEcgm0ayitgKa3a9iLGYavQCNcBGAsYHQ/w640-h306/%2523IMG_20201226_121256.jpg" width="640" /></a></div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-1uldEy-pzZY/X_P6HzEre5I/AAAAAAAAFTk/WzQgYK_-xMAg7cdtmAT6EW0oq_XnCK4ZQCNcBGAsYHQ/%2523IMG_20201229_131056.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1074" data-original-width="1400" height="491" src="https://lh3.googleusercontent.com/-1uldEy-pzZY/X_P6HzEre5I/AAAAAAAAFTk/WzQgYK_-xMAg7cdtmAT6EW0oq_XnCK4ZQCNcBGAsYHQ/w640-h491/%2523IMG_20201229_131056.jpg" width="640" /></a></div><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-g3kMr8A1ArU/X_P6IniMdNI/AAAAAAAAFTg/ufx0Fn9DIsw09zHaLzMczJDCHrAXYidkACNcBGAsYHQ/%2523IMG_20201229_131107.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1042" data-original-width="1400" height="476" src="https://lh3.googleusercontent.com/-g3kMr8A1ArU/X_P6IniMdNI/AAAAAAAAFTg/ufx0Fn9DIsw09zHaLzMczJDCHrAXYidkACNcBGAsYHQ/w640-h476/%2523IMG_20201229_131107.jpg" width="640" /></a></div><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-Ai02M51CvHg/X_P6KalByFI/AAAAAAAAFT0/AzyUbrKcHIArfTo8yDcunHlQrZpLOhVbACNcBGAsYHQ/%2523IMG_20201229_131116.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1536" data-original-width="2048" height="480" src="https://lh3.googleusercontent.com/-Ai02M51CvHg/X_P6KalByFI/AAAAAAAAFT0/AzyUbrKcHIArfTo8yDcunHlQrZpLOhVbACNcBGAsYHQ/w640-h480/%2523IMG_20201229_131116.jpg" width="640" /></a></div><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-I0fPGx3DGJI/X_P6Kq6ZCQI/AAAAAAAAFUI/2QUjj6qdqZE6RVfwn3NTc3h7yaW4X_hAACNcBGAsYHQ/%2523IMG_20201229_131126.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1536" data-original-width="2048" height="480" src="https://lh3.googleusercontent.com/-I0fPGx3DGJI/X_P6Kq6ZCQI/AAAAAAAAFUI/2QUjj6qdqZE6RVfwn3NTc3h7yaW4X_hAACNcBGAsYHQ/w640-h480/%2523IMG_20201229_131126.jpg" width="640" /></a></div><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-DeFvtz3apys/X_P6JzingVI/AAAAAAAAFTo/4_cBO1C6x-4HbcARXT4cwviUNHD--INUgCNcBGAsYHQ/%2523IMG_20201229_131147.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="992" data-original-width="1400" height="454" src="https://lh3.googleusercontent.com/-DeFvtz3apys/X_P6JzingVI/AAAAAAAAFTo/4_cBO1C6x-4HbcARXT4cwviUNHD--INUgCNcBGAsYHQ/w640-h454/%2523IMG_20201229_131147.jpg" width="640" /></a></div><p></p><div class="separator" style="clear: both; text-align: center;"><br /></div><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;">It's finally time to knuckle down and actually come up with the <b>layout of my castle </b>for SECRET KEEP.</span></p><p><span style="font-family: helvetica;">This task was bewildering me for a while because a castle is a complicated thing, and I want the location to feel grounded and real, and so I got sidetracked for quite some time just studying up about castle, and actually trying to understand all the main parts of a castle, where they are, and how they work.</span></p><p><span style="font-family: helvetica;">I started to list out the elements that were important to me, that I wanted to include.</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-Cz2O6Kc-tZA/X_P6FGBwpSI/AAAAAAAAFTI/VC6rKx56u3cVakF_9nqt7xINM790VBKXgCNcBGAsYHQ/%2523IMG_20201222_101144.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="950" data-original-width="1400" height="434" src="https://lh3.googleusercontent.com/-Cz2O6Kc-tZA/X_P6FGBwpSI/AAAAAAAAFTI/VC6rKx56u3cVakF_9nqt7xINM790VBKXgCNcBGAsYHQ/w640-h434/%2523IMG_20201222_101144.jpg" width="640" /></a></div><p></p><p></p><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-OgyfjTDaNMk/X_P6F8YwvII/AAAAAAAAFTQ/QIsyDXVQgVcL14cLQVM4e0ITcnt8YLAcwCNcBGAsYHQ/%2523IMG_20201222_101200.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="990" data-original-width="1400" height="452" src="https://lh3.googleusercontent.com/-OgyfjTDaNMk/X_P6F8YwvII/AAAAAAAAFTQ/QIsyDXVQgVcL14cLQVM4e0ITcnt8YLAcwCNcBGAsYHQ/w640-h452/%2523IMG_20201222_101200.jpg" width="640" /></a></div></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-zn9gTV2bmsE/X_P6KSaJvkI/AAAAAAAAFTw/ACtRLeA4dAgUbl8p3yjCAe7OEYOh1IO2ACNcBGAsYHQ/%2523IMG_20201231_142226.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1159" data-original-width="1600" height="464" src="https://lh3.googleusercontent.com/-zn9gTV2bmsE/X_P6KSaJvkI/AAAAAAAAFTw/ACtRLeA4dAgUbl8p3yjCAe7OEYOh1IO2ACNcBGAsYHQ/w640-h464/%2523IMG_20201231_142226.jpg" width="640" /></a></div><p><br /></p><span style="font-family: helvetica;">I decided to have six floors in total, including 3 above ground, and 2 below ground, and a tower. The player won't know about all of these locations to begin with, and will learn more about the hidden parts of the castle, and how to access them, as they continue to explore the space and learn more about the story and characters that inhabit the castle.</span><div><span style="font-family: helvetica;"><br /></span><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-l9woKbX0RSs/X_P6KAI5DOI/AAAAAAAAFTs/TRjJtRlQfWkAL-tZla8WwhmiDXPbERN1wCNcBGAsYHQ/%2523IMG_20201231_142205.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1022" data-original-width="1400" height="468" src="https://lh3.googleusercontent.com/-l9woKbX0RSs/X_P6KAI5DOI/AAAAAAAAFTs/TRjJtRlQfWkAL-tZla8WwhmiDXPbERN1wCNcBGAsYHQ/w640-h468/%2523IMG_20201231_142205.jpg" width="640" /></a></div><p></p><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;">I then started to translate those lists of rooms into actual floor layouts on another piece of paper. It was <b>good to use A3 paper for a lot of this work</b>, to keep connected ideas on one page. (I usually work on much smaller A5 pages when throwing down ideas, as I can carry an A5 clipboard around with me at all times).</span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-vkGsLz2TFAY/X_P6L5tRa-I/AAAAAAAAFUE/V6xKIf3H21Esg-UVKuLdh1upoSLGX5VDgCNcBGAsYHQ/%2523IMG_20201231_163150.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="2048" data-original-width="2048" height="640" src="https://lh3.googleusercontent.com/-vkGsLz2TFAY/X_P6L5tRa-I/AAAAAAAAFUE/V6xKIf3H21Esg-UVKuLdh1upoSLGX5VDgCNcBGAsYHQ/w640-h640/%2523IMG_20201231_163150.jpg" width="640" /></a></div><p></p><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;">Thinking more specifically about the spaces that would be important to the player, and where the game would start, around the kitchen, the garden and the great hall.</span></p><p></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-i5SuScHhkVU/X_P6GczSqOI/AAAAAAAAFTU/NfFjXr2MAYAoXyNeloDXlJWb_o-KOOIYwCNcBGAsYHQ/%2523IMG_20201224_185948.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="969" data-original-width="2000" height="310" src="https://lh3.googleusercontent.com/-i5SuScHhkVU/X_P6GczSqOI/AAAAAAAAFTU/NfFjXr2MAYAoXyNeloDXlJWb_o-KOOIYwCNcBGAsYHQ/w640-h310/%2523IMG_20201224_185948.jpg" width="640" /></a></div><p></p><p><span style="font-family: helvetica;"><br /></span></p><p></p><p><span style="font-family: helvetica;">Once I had a sense of the rooms I wanted to include, I did a quick sketch on a small piece of paper, from side-on cross-section.</span></p><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-9I4RVQmyrQI/X_P6KsMpSOI/AAAAAAAAFT4/EraRFlEhzqcjSzEybddlschsp3vn9DeZgCNcBGAsYHQ/%2523IMG_20201231_142227.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="930" data-original-width="1200" height="495" src="https://lh3.googleusercontent.com/-9I4RVQmyrQI/X_P6KsMpSOI/AAAAAAAAFT4/EraRFlEhzqcjSzEybddlschsp3vn9DeZgCNcBGAsYHQ/w640-h495/%2523IMG_20201231_142227.jpg" width="640" /></a></div><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;">And finally, I ended up with a rough multi-floor plan of the entire keep of the castle, the crux of my game SECRET KEEP. </span></p><p><span style="font-family: helvetica;">I've just roughed out the position of each room, and now feel ready to start actually building the space in my Unity project.</span></p><p><span style="font-family: helvetica;"></span></p><div class="separator" style="clear: both; text-align: center;"><span style="font-family: helvetica;"><a href="https://lh3.googleusercontent.com/-nSmlCUC3olo/X_P6Lu3R7TI/AAAAAAAAFT8/5naL9NUhQaYYSMm4ZrIJazKOj7A1vpyWwCNcBGAsYHQ/%2523IMG_20210101_112843.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1800" data-original-width="1501" height="640" src="https://lh3.googleusercontent.com/-nSmlCUC3olo/X_P6Lu3R7TI/AAAAAAAAFT8/5naL9NUhQaYYSMm4ZrIJazKOj7A1vpyWwCNcBGAsYHQ/w533-h640/%2523IMG_20210101_112843.jpg" width="533" /></a></span></div><span style="font-family: helvetica;"><br /><br />A close up of the tower top room.<br /><br /><div class="separator" style="clear: both; text-align: center;"><div class="separator" style="clear: both; text-align: center;"><a href="https://lh3.googleusercontent.com/-SSOnJWrrXy4/X_P6Kp-4DaI/AAAAAAAAFUA/IMrAmKg2s1wvU-QxG7sizohmeoKPYobLQCNcBGAsYHQ/%2523IMG_20201231_162719.jpg" style="margin-left: 1em; margin-right: 1em;"><img alt="" data-original-height="1000" data-original-width="1059" height="378" src="https://lh3.googleusercontent.com/-SSOnJWrrXy4/X_P6Kp-4DaI/AAAAAAAAFUA/IMrAmKg2s1wvU-QxG7sizohmeoKPYobLQCNcBGAsYHQ/w400-h378/%2523IMG_20201231_162719.jpg" width="400" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div></div><div class="separator" style="clear: both; text-align: left;">Now I'm ready to start actually building the castle in Unity!</div><div class="separator" style="clear: both; text-align: center;"><br /></div><div class="separator" style="clear: both; text-align: center;"><br /></div></span></div>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-16332571685092436732021-01-03T22:27:00.006+11:002021-08-26T08:20:16.142+10:00Alex Duran: Object Systems: Features, Trade Offs & Pitfalls<p><span style="font-family: helvetica;">In 2016, I posted up <a href="https://muzboz.blogspot.com/2016/10/doug-church-object-systems-immersive.html" target="_blank">some slides from a <b>Doug Church </b>talk about <b>Object Systems</b></a><b> </b>(with examples from Thief) from around 2003 or so.</span></p><p><span style="font-family: helvetica;">I've now found another great talk called <b>"Building Object Systems: Features, Trade Offs & Pitfalls" </b>by <a href="https://www.mobygames.com/developer/sheet/view/developerId,12732/" target="_blank"><b>Alex Duran</b></a> from <b>GDC 2003. </b>Alex worked at Looking Glass on Thief 2, and later at Ion Storm on Thief 3 and Deus Ex 2.</span></p><p><span style="font-family: helvetica;">The talk focuses on his experience writing the Object System for Thief 3 and Deus Ex 2, which is largely based on the earlier Thief Object System, work done by Marc LeBlanc and Doug Church, etc.</span></p><p><span style="font-family: helvetica;">For the ease of following and understanding this talk, I have assembled a video that combines the audio and the slides together in one place. Enjoy!</span></p><br />
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="315" src="https://www.youtube.com/embed/GZGXM7raXJs" title="YouTube video player" width="560"></iframe>
<span style="font-family: helvetica;"><br /></span><p><span style="font-family: helvetica;"><b>Notes:</b></span></p><p><span style="font-family: helvetica;">The original </span><a href="https://www.gdcvault.com/play/1022628/Building-An-Object-System-Features" style="font-family: helvetica;" target="_blank"><b>AUDIO</b></a><span style="font-family: helvetica;"><b> </b>can be found here on the GDC Vault.</span></p><p><span style="font-family: helvetica;">The <b><a href="https://docs.google.com/presentation/d/1VJJjBcpF5J8QTkiDzBo7uQP8z-TlbtkXQJ0fr_jaArQ" target="_blank">SLIDES</a> </b>that accompany the talk can be found here.</span></p><p><span style="font-family: helvetica;">It was hard to find the slides, so I've presented them together here in a cleaned up format, for people to enjoy!</span></p><p><span style="font-family: helvetica;"><br /></span></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-9691303982007182272020-12-16T09:48:00.003+11:002023-03-18T11:24:06.093+11:00MUZTEK Base Game: v1.2 (Unity Foundation Project)<p> <b style="background-color: white; font-family: helvetica; font-size: 15px; white-space: pre-wrap;">This is the "MUZTEK Base Game" v1.2!</b></p><span style="background-color: white; font-family: helvetica; font-size: 15.4px;"><span color="rgba(0, 0, 0, 0.87)" style="font-size: 15px; white-space: pre-wrap;">I have added a basic SAVE & LOAD system, which saves and loads the gamestate to a file.</span></span><div><span style="background-color: white; font-family: helvetica; font-size: 15.4px;"><span color="rgba(0, 0, 0, 0.87)" style="font-size: 15px; white-space: pre-wrap;"><br /></span></span></div><div><span style="background-color: white; font-family: helvetica; font-size: 15.4px;"><span color="rgba(0, 0, 0, 0.87)" style="font-size: 15px; white-space: pre-wrap;">It will save the exact game state of all entities in the level, like a traditional Quick Save & Quick Load system in a shooter game.</span></span></div><div><span style="background-color: white; font-family: helvetica; font-size: 15.4px;"><span color="rgba(0, 0, 0, 0.87)" style="font-size: 15px; white-space: pre-wrap;"><br /></span></span></div><div><span style="background-color: white; font-family: helvetica; font-size: 15.4px;"><span color="rgba(0, 0, 0, 0.87)" style="font-size: 15px; white-space: pre-wrap;">This will probably be the last update on the MUZTEK Base Game for a while, as it does all the core things I wanted this project to do, for now.
</span>
<span color="rgba(0, 0, 0, 0.87)" style="font-size: 15px; white-space: pre-wrap;">You can download the <b><a href="https://www.muzboz.com/MUZTEK/MUZTEK-BaseGame-2020-12-16th-2100-V1.2-Save&Load.zip" style="color: #0b5394; text-decoration-line: none;">MUZTEK Base Game v1.2 project for Unity here</a></b>.</span></span><div style="background-color: white; font-family: Oswald; font-size: 15.4px;"><span style="font-family: helvetica;"><span color="rgba(0, 0, 0, 0.87)" style="font-size: 15px; white-space: pre-wrap;"><br /></span></span></div><div style="background-color: white; font-family: Oswald; font-size: 15.4px;"><span style="font-family: helvetica;"><span color="rgba(0, 0, 0, 0.87)" style="font-size: 15px; white-space: pre-wrap;">Here's a video talking about the updated version.</span></span></div><div style="background-color: white; font-family: Oswald; font-size: 15.4px;"><span style="font-family: helvetica;"><span color="rgba(0, 0, 0, 0.87)" style="font-size: 15px; white-space: pre-wrap;"><br /></span></span></div><div style="background-color: white; font-family: Oswald; font-size: 15.4px;"></div>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/GXPvQumEcZk?list=PLA2kYB0UP03AjXCgnZ4Wl35BDgq2bZzWZ" width="600"></iframe></div>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-6284539623777448792020-11-24T18:32:00.006+11:002020-11-24T22:11:34.839+11:00Will Wright's great GDC talks<p><span style="font-family: helvetica;">Here are a few of Will Wright's fantastic GDC talks. </span></p><p><span style="font-family: helvetica;">I find his thinking really inspiring.</span></p><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;"><b>Will Wright's Design Plunder (GDC 2001)</b></span></p>
<span style="font-family: helvetica;"><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/_Um5hfcXchU?start=34;rel=0" width="480"></iframe>
</span><div><span style="font-family: helvetica;"><br /></span></div><div><span style="font-family: helvetica;">And <a href="https://docs.google.com/presentation/d/1LG4XjHKvBemjQb85E-npRmzj62t6VSTQZrhpSfJOdvo" target="_blank"><b>here are the slides</b></a> that go with the talk.</span></div><div><span style="font-family: helvetica;"><br /></span></div><div><br /></div><div><br /></div><div><span style="font-family: helvetica;"><b>Will Wright's Dynamics for Designers (GDC 2003)</b></span></div><div><span style="font-family: helvetica;"><b><br /></b></span></div>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/JBcfiiulw-8?rel=0" width="480"></iframe><div><br /></div><div><span style="font-family: helvetica;"><br /></span></div><div><b><span style="font-family: helvetica;">Will Wright's Classic Postmortem for Raid on Bungling Bay (GDC 2011)</span></b></div><div><b><span style="font-family: helvetica;"><br /></span></b></div>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/7bCjollo4ng?rel=0" width="480"></iframe>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-20887289871784863952020-11-01T23:01:00.002+11:002023-03-18T11:24:34.625+11:00MUZTEK Base Game: v1.1 (Unity Foundation Project)<p><span color="rgba(0, 0, 0, 0.87)" style="background-color: white; font-size: 15px; white-space: pre-wrap;"><span style="font-family: helvetica;"><b>This is the "MUZTEK Base Game" v1.1!</b></span></span></p><span style="font-family: helvetica;"><span color="rgba(0, 0, 0, 0.87)" style="background-color: white; font-size: 15px; white-space: pre-wrap;">I have added Audio Option Sliders, which are saved & loaded to PlayerPrefs.
</span><span color="rgba(0, 0, 0, 0.87)" style="background-color: white; font-size: 15px; white-space: pre-wrap;">
</span><span color="rgba(0, 0, 0, 0.87)" style="background-color: white; font-size: 15px; white-space: pre-wrap;">You can download the <b><a href="https://www.muzboz.com/MUZTEK/MUZTEK-BaseGame-2020-11-01st-2245-V1.1-AudioOptionsAndPlayerPrefs.zip">MUZTEK Base Game v1.1 project for Unity here</a></b>.</span></span><div><span style="font-family: helvetica;"><span color="rgba(0, 0, 0, 0.87)" style="background-color: white; font-size: 15px; white-space: pre-wrap;"><br /></span></span></div><div><span style="font-family: helvetica;"><span color="rgba(0, 0, 0, 0.87)" style="background-color: white; font-size: 15px; white-space: pre-wrap;">Here's a video talking about the updated version.</span></span></div><div><span style="font-family: helvetica;"><span color="rgba(0, 0, 0, 0.87)" style="background-color: white; font-size: 15px; white-space: pre-wrap;"><br /></span></span></div><div><span style="font-family: helvetica;">
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/XJByzVAfQqM" width="600"></iframe>
</span></div>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-42859829618133744462020-10-30T23:47:00.007+11:002023-03-18T11:24:57.244+11:00MUZTEK Base Game: v1.0 (Unity Foundation Project)<p><span style="font-family: helvetica;">I've started building a <b><i>Unity Foundation Project </i></b>called <b>MUZTEK Base Game</b>.</span></p><p><span style="font-family: helvetica;">This will form the foundation of my own next game, "Secret Keep", but I also wanted to build something simple, generic and light that could form a solid basis for anyone to use as a Unity project!</span></p><p><span style="font-family: helvetica;"><b><i><span color="rgba(0, 0, 0, 0.87)" face="Roboto, Noto, sans-serif" style="background-color: white; font-size: 15px; white-space: pre-wrap;">You can <a href="https://www.muzboz.com/MUZTEK/MUZTEK-BaseGame-2020-10-30th-2330-V1.0-FirstRelease.zip">download the MUZTEK Base Game v1.0 here</a>. </span></i></b></span></p><p><span style="font-family: helvetica;">I made a video to explain what's in it, and how the parts work.</span></p><p><iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="340" src="https://www.youtube.com/embed/UQ5YzNsPcv4" width="600"></iframe></p><p><span style="font-family: helvetica;">This is just an early release (which I wanted to share with a friend of mine!), but still has a few more things to add, such as Options Volume Sliders, and ideally a simple Save & Load System.</span></p><p><span style="font-family: helvetica;">But I figure it's ready now, the way it is, so feel free to give it a spin. :)</span></p><p><b style="background-color: white; font-family: helvetica; font-size: 15px; white-space: pre-wrap;"><i>Note:</i></b><span style="background-color: white; font-family: helvetica; font-size: 15px; white-space: pre-wrap;"> This version was built in Unity 2018.4.9 LTS.</span></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0tag:blogger.com,1999:blog-2727838951763489781.post-35275649119619865802020-09-29T17:58:00.000+10:002020-09-29T17:58:05.394+10:00Al Lowe - Interview about King's Quest 3, Black Cauldron, and the early Sierra years<p><span style="font-family: helvetica;">I got the chance to have a wonderful chat with <b>Al Lowe </b>about the early days of his game development career, and the early years at Sierra.</span></p><p><span style="font-family: helvetica;">I was excited to chat with him about some of my favorite games: <b>King's Quest 3 </b>and <b>The Black Cauldron</b>.</span></p><p>
<iframe allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen="" frameborder="0" height="320" src="https://www.youtube.com/embed/Xthg-oiREFM" width="480"></iframe></p><p><br /></p><p><span style="font-family: helvetica;"><b>Al Lowe's links</b></span></p><p><span style="font-family: helvetica;"><b><a href="http://allowe.com">allowe.com</a> </b>on the web (including CyberJoke 3000™!)</span></p><p><span style="font-family: helvetica;"><b><a href="https://twitter.com/allowe">@allowe</a> </b>on Twitter</span></p><p><span style="font-family: helvetica;"><br /></span></p><p><span style="font-family: helvetica;"><b>Books about Sierra History</b></span></p><p><span style="font-family: helvetica;"><a href="http://thesierraadventure.com"><b>The Sierra</b> <b>Adventure </b>by Shawn Mills</a></span></p><p><span style="font-family: helvetica;"><a href="http://kensbook.com"><b>Not All Fairy Tales Have Happy Endings</b> by Ken Williams</a></span></p><p><br /></p><p><br /></p>Murray Lordenhttp://www.blogger.com/profile/16117200238333478988noreply@blogger.com0