Saturday, 5 May 2012

Gameplay Trailer of "Grim"

Our first gameplay trailer for "Grim"! It mainly features our first deathmatch level "Outpost" along with Deathmatch itself. In future updates we will go into more detail about the unique elements of "Grim". Hope you enjoy!



Saturday, 14 April 2012

Titan Metrics: Gameplay Analysis Tool




Hey guys, I have been working on a gameplay analysis tool for our online shooter “Grim”. For the first internal release I made a short video, It should give you an idea of what we can do with it so far. I have a bunch more things I’d like to add (including cloud/heat maps) but first I must take some time off to work on gameplay and server browser!



It even includes my voice this time! :P Let me know what you guys think, maybe you have a cool feature request?

Friday, 6 April 2012

Project site is online!

The project site is up! Currently you will find several screenshots and videos of our game, 3D assets, information about our game design and of course the two proprietary tools I've been working on! Have a look at let me know what you guys think.
Direct links:

Titan Metrics - Gameplay analyzing tool (Features 3D Visualization of player and match data)
Titan Toolkit - Making life easier for everyday UDK Development

Of course we will update the site on a regular basis, keep an eye out for more!

Sunday, 18 March 2012

Graduation UDK Project


Hey guys, It's been a while since I uploaded any videos or blogposts. I've definitely been doing some cool stuff behind closed doors, this time with the Unreal Development Kit. We're about to reach a milestone where we will start showing our development more openly. This means I will soon start recording some videos that will include my development experiments as usual.


This project is for my graduation, I'm working in a team of six to build a proper first person shooter for the PC. As expected I'm the programmer, but do a lot of the design work as well. Aside from the game itself I have been busy building some UDK based tools for the team, this includes a launcher/management tool to launch UDK in every way you can think of and includes more advanced functionality such as bug reporting (automatically sends the reports to our server at Assembla) along with FTP file uploads (screenshots, crash logs) and more. A second tool will remain secret for now. I will reveal details on it later on through some videos and post some info about it here as well.

For now I'll leave you with two (pre-alpha) screenshots of our project.



Monday, 5 December 2011

EditMesh Submode & History Panel



It was about time I posted a new video about my progress, so I decided to create a very early preview of some of the new features. This includes an early version of the history panel and the improved mesh editing feature.

If you're familiar with Neoforce you may recognize it in the video video. If you don't, it's basically a Winforms-like library with tons of features for 2D menus. It has quite an exhaustive feature-list and will replace all my previous Winforms based panels/windows. One big advantage of using Neoforce is alpha support, something not easily accomplished using regular Forms. Another advantage is in its design, instead of using OnPaint events and event handlers, it has regular Update and Draw functions. This is really nice when you're creating transitions and smooth animations for your controls.


There are some other features hidden in this video, one is still in very early development. You might have seen the screen fading from and to black several times, that is part of it ;) The best way to describe it: a method to quickly access your panels, menus, assets etc. through a single hotkey (spacebar by default) As you can see in the video, I 'pinned' the history panel to my game window, keeping it active when leaving the screen overlay. I will talk more in-depth about this video once it's more developed.

Saturday, 5 November 2011

Gizmo update coming soon!

Hi guys, just wanted to let every XNA3DGizmo user know that a update is currently being developed. I noticed that the original implementation had some sloppy shortcuts that could make it more difficult to implement if you were unfamiliar with the code. This included references to the Engine class among other things.

So I decided to improve things by removing any reference to outside classes (including InputState which is no longer required) I realized this update is necessary as even I found it difficult to implement the gizmo in a new project and wasn't a simple drag&drop operation as it should be (or as close as possible to it) this made it obvious some improvements were required to the public version.

The last public update was quite a while back and I was using a modified version with already several improvements implemented (such as multiple type of objects you can select as shown in the Vertex Manipulation Video where I select both scene objects and vertices with the same Gizmo component)


So in general the upcoming update should make it much easier for everyone to implement this gizmo into his own code/editor. If you had trouble integrating it, please let me know. There is no current ETA on therelease, but I'll try to do it sooner than later...

Friday, 23 September 2011

Image Collection

I haven't made a lot of progress recently on the engine due to my internship (completed) and the start of the new school year (my last) I did make some screenshots a while back when I was working on flares and terrain texture mapping. Below a small assorted list of the things I did.










With the terrain texturing I tried to minimize stretching on steep surfaces without using the tri-planar technique, there were some difficulties and I don't have a finalized method yet. The red/green colors on the terrain indicate UV coordinates, the lines are the surface normals and the yellow text displays the vertex number in the VertexBuffer. I hope this can at least somewhat fill the major gap in between posts recently, hopefully I can do some cool stuff again soon like working on the mesh editor from my previous post.