Saturday, November 12, 2022

SECRET KEEP - Dev Video 19 - "Knight / Guard - Locomotion Base Layer"

A little Dev Video about tackling Character Animation in Unity.

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.

Character Animation really gets into this vortex of where models, animations, AI, behaviours and logic all come together!  It's complex!

Making some progress...  :D


Saturday, October 8, 2022

SECRET KEEP - Dev Diary 18 - "From Mission Design to World Design"

Going for a nice walk in the forests and gardens, and thinking about how to tackle the design of the story and the world.

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.

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.

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.

Sunday, October 2, 2022

SECRET KEEP - Dev Video 17 - "Game Concept Overview"

Here's an overview of my vision for the game.

Lots and lots and lots of work to do to make it a reality!  :D 

Sunday, September 25, 2022

SECRET KEEP - Dev Video 16 - "FROBBING"

A FROBBING GOOD TIME WAS HAD BY ALL.

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!


Disclaimer for all these early videos:

Lots of sounds from "Thief: The Dark Project" are used for prototyping purposes!  :) 

Friday, September 23, 2022

Thursday, September 22, 2022

SECRET KEEP - Dev Video 14 - "Testing more lighting & weather conditions"

Some more testing of different lighting and weather conditions, and how they affect interiors.

 

SECRET KEEP - Dev Video 13 - "Improving Interior Lighting"

I researched, fiddled, and tweaked interior lighting, so there's more consistent and decent looking lighting inside castles!

This involved putting in Reflection Probes in each room, and also tweaking Enviro Volume Lighting settings to stop the sun shining through walls.

Much better!


Sunday, September 18, 2022

SECRET KEEP - Dev Video 12 - "Back to work - Tower Generation Progress"

It's been a while!  I took time off work, and built a home office / studio to work in!

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.

This provides a good foundation for putting some actual playable missions into the game!  :D

 

Sunday, July 17, 2022

SECRET KEEP - Concept Art Generation with MidjourneyAI (Pt 1)

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.

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.

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.

Without further ado, here are my concept art images generated with Midjourney!



Visit mysterious islands across a strange archipelago of crooked towers and unusual beasts.

Step through the standing stones in the mist.

The Scorch scour the land, searching for something forgotten to time.

Dive underwater to explore and find lost relics.

If you are lucky, you may find one of the ancient trinket shops, to buy and sell precious wares.

Disguise yourself and go among The Robed unseen and unheard.

Sail the lands to pursue your destiny, choosing who to help, and what paths to forge.


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

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. 

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.


Friday, January 7, 2022

SECRET KEEP - Dev Video 11 - "Crossbow Guards - Voices & Bolts"

Did some work on the Crossbow Guards:
  • Got their crossbow bolts behaving quite well.
  • Got their voices low-pass-filtered if they are on a different floor of the tower.

Sunday, January 2, 2022

SECRET KEEP - Dev Video 10 - "Towers: Entryways, Basic Rooms, Crossbow Guards"

Made some more good progress with the towers.

- Can build any sized tower.

- Land around that tower is automatically flattened and reserved, so that no trees, grass or other objects get placed there.

- Discuss thoughts on future tower generation & mission activities!

SECRET KEEP - Dev Video 6, 7, 8, 9 - Building Towers & Flattening Land

Catching up on the past few weeks!
It's been the lead up to Christmas and New Years, and now both are done!
But I was also very pleased to get a bunch of things done on the project.


  • Taking stock of the project, before embarking on a stint of development coming up!
  • Tweaked the player controller. Integrating a more grounded player with blackjack, sword, torch, etc. Swimming.
  • Thinking about plans for building towers, flattening the land, etc.


  • Basic terrain flattening code working!
  • Thinking through all the steps that need to be done to get this working "automatically" for each tower built.


  • Got automatic building of  towers and flatting the land working.
  • I can now build towers of rectangular proportions, and it automatically flattens the terrain, with padding and falloff.
  • Not yet reserving the land for the building, so currently still getting grasses, trees and other objects being spawned inside the buildings.


  • Tweaking the tower generation system. Smoother code. Updated Blender kit pieces.
  • Talking about my ideas for a Reserved Land system.
  • Talking about ideas for a tower generation system that's more formalised and contextually aware.
  • Was still working with 8m x 8m x 3m kit pieces here. Thinking about 10m x 10m x 4m room size instead.