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[FPS] Zortch 2: Zortch Harder

A topic by mutantleg created Aug 01, 2024 Views: 5,364 Replies: 52
Viewing posts 1 to 39
(3 edits) (+2)


(also formerly known as the Zortch expansion pack)


in the previous game Zortch has escaped from the planet of the Brainsuckers
and after a short trip in her new spaceship she falls onto a desert planet
due to an accident with microwave popcorn

she now finds herself in a conflict between the natives of the planet
the human settlers and a bizzare cybernetic cult that worships mites

-------------------------------------------------------------------------------------

Links:
devlog of the first game
the first game
youtube version of the devlog

(this is Zortch btw)

-------------------------------------------------------------------------------------
a lot has happened since the release of the first game (about a year ago)
things got crazy, the game got a lot of fans it featured in many yt channels ๐Ÿ˜ต
(of course compared to the big players like HROT or Ultrakill, Zortch is still just a speck ๐Ÿคญ)
I made a lot of patches and drunk on confidence started working on an expansion pack..
it only meant to be a map pack with a few new things
and then I realised that the engine is not up for it
so I rewrote a few things to make it extendable
and then things got out of hand ๐Ÿ˜“

I still insist on calling it an expansion pack however
as I don't have any better ideas (let's just settle with sequel)

most of the devlog has already started in a short youtube video format this time
but as the original had it's devlog on itch.io I felt bad not having one here as well
I'm much less organized nowadays and sometimes just end up posting devlogs
to friends or any poor soul that comes across ๐Ÿ˜“


(1 edit) (+1)

so I've been trying to write a postmortem for the first Zortch game
turns out writing a postmortem is not my forte
here is a very short one

Things learned:

  • people insist on 60+ fps for their games now 
  • it's not a good idea to make a game single threaded (vsync is unreliable)
  • if you have your own engine you need to plan for multi threaded from day one - as windows doesn't like multithreaded opengl (unlike linux)
  • people are all about the PS1 nowadays (low poly, unfiltered textures and so on)
  • a game that is always on sale is probably not a good model (seems to confuse people, low price associated with low value)
  • people will eventually demand gamepad support - might as well add it on day one
  • you cannot make a level simple enough where people not get lost
  • if your game is not on Steam it might as well not exist ๐Ÿ˜“
  • if you publish your game on Steam either add achievements on release or don't bother later (unless you want to start fights)


(+1)

Didnยดt know about Zortch. I'm afraid my honeymoon phase ended in between Quake 2 and Return to Castle Wolfenstein, but I'm impressed with the game you build: from the artstyle, the level design, the gameplay, to the fact that you made your own custom engine (how much did that take you??)

(+2)

thank you โ˜บ๏ธ
alas it took forever .. but depends on where you start counting ๐Ÿค”
the game itself took 3 years - and it added many extras to the engine
but the engine itself was getting built on and off for 10-15+ years before that  ๐Ÿค”
it's hard to tell exactly when because it's  a repurpose of my old flash engine ported to C/C++
e.g. in Zortch 2 I still use the multi grid approach for collisions that  I made for my first flash game
with very few changes ๐Ÿค”

here are some new features that were added (that were not in the first game)

there are now NPC characters you can talk with

guns are now in 'pockets'
in the original game my approach was that guns are tools and you should have an useful set
and there should not be any useless weapons
this approach was changed because after a few levels I just run out of guns to put in secrets
the plan now is that you will lose your items at the start of an episode and get a new set for each
(and able to collect all of them on the last episode - unless you used cheats of course ๐Ÿคญ)

the game can now play back movies
a shout out to PhobosLab creators of pl_mpeg who made this feature possible
an easy to set up mpeg1 player (the format became pubdom a while ago)
originally I wanted to replace the demo playback in the menu with a movie
(after nearly every patch the demo desynced at some point and it was getting increasingly silly)
and the only good small video player I found was pl_mpeg
and then I got mad with power and added a movie theatre level ๐Ÿคญ (in the spirit of Duke)

you now have a trusty GPS! or I should say ZPS: Zortch Positioning System
a much requested feature was an ingame map
turns out generating an ingame map for a full 3D level is no small task
I finally had a breakthrough after ditching the wireframe idea
and built a tool that can generate a low poly version of the level
(after throwing every triangle decimation technique known to man at the problem ๐Ÿ˜“)

cameras now have a hall of mirrors effect
originally the cameras and mirrors in the game used dynamic textures
but this came with a lot of problems: compatibility, setting up offscreen rendering is a nightmare
and of course on many video cards encountering a mirror slowed everything down ๐Ÿ˜“
this was solved with going back to an earlier technique: the copytexture feature in opengl
which copies part of the screen into a texture
I expected it to be slow but it's fast, compatible with even ancient machines and looks good enough
only tricky part of course is that it's limited by the window the game runs in but it's worth the trouble

glass shards are now particles
and a not so interesting one: the glass shards have been all replaced by particles
in the original game I went out of my way to make glass break into the triangles
the glass model used - which was slow and didn't look good enough to make it worth it
(1 edit) (+1)

and a few more screenshots (I kind of ran out of space on the previous one)

flares now use visibility query

originally I used a very old tech by reading the depth pixel out to see if a flare is visible
turns out there is an extension in opengl - originally meant to see if objects get rendered but just counts pixels drawn
that could be used for this - so what is happening here is that if the center of your flare is visible
you draw it over geometry that is close to you - for the most part it works just as well with regular sprites ๐Ÿค”

there is a 3rd person view now

you can now play through as if it was a cheap 3rd person game
the Zortch model is now much better (but still very cheap, it's all programmer graphics after all)

nightvision is now part of the sniper vision
I ditched the idea of using items completely
you still have your trusty flashlight but also no longer have to pick up the scuba gear
and the night vision is now part of your trusty revolver - and doesn't run out of batteries anymore

new modelling tech

as you might have noticed the style is a little different
in the original game I made lowpoly models and tried my best to paint them up by hand (with various results)
the new models are all started as high poly models and baked into lower poly counterparts

I accidently discovered that todays modelling tools are perfectly capable of replicating Shiny's Messiah tech (circa 2001)
of course they were early adopters - nowadays all non lowpoly modelling techniques involve creating a high res model
and then somewhat making a lower one with better topology and baking the textures onto it
of course modern games bake the layers seperately (diffuse map, normal map, specular map, who knows what else map)
in this case all the lighting is baked into one single diffuse map

so I do a high poly version of the model using various primitives then make a voxelised version (Sculpting->Remesh in Blender)
then I throw some decimation on it and clean it up as much as I can and do the dreaded UV map
one downside of this technique that the models look awful with vertex lighting
and upside is that this means I don't have to calculate the model normals for animation

new pvs tool
and finally I made a new tool to generate a PVS
at first I was reluctant because the map format was not the best for it
the original game used a 2D raycastish approach  for occlusion culling
this time I generate a voxelised version of the map, break it down into zones
calculate which zones can see each other
which is easier said than done  (I plan on writing an article or video about this as it was a lot of work)
so this will open the door to make more vertical levels and gives me absolute freedom to make maps
only question is if people are ready for even bigger and more labyrinthine maps .. I will try and hold back ๐Ÿค”

I started working on the bosses
thing is they really bring the game together
back in the day of arcades bosses used to take quarters off kids (as a form of early digital bullying)
some see them as exams for checking you are familiar with game mechanics (nintendo seems to insist on this)
and some see it as some sort of extra challenge just for difficultys sake (fromsoftware's schtick)
but in reality they are just for showing off
a sort of extra entertainment factor
and the story of the game can be planned around them
and of course they look good on screenshots and trailers ๐Ÿค”

anyway here we got the stargazer
inspired by a fish that bears the same name
which got it's name for looking up
not so much gazing at stars but at potential prey
of course with no prey around they might gaze at the stars

now the idea here is that the ocean might be gone
but the show must go on
and many animals just adapt and get on with their business


often learning new tricks in the process


I often envy people who can afford concept artists or to make
elaborate plans about the games themselves
my little ms paint scribbles pale in comparison ๐Ÿ˜”

(+1)

that boss face, tho

(+1)

handsome fella isn't he? ๐Ÿคญ

it's all about that winning smile:


(and perhaps a firm handshake? ๐Ÿค”)

I upgraded from making models all day to working on boss code all day
I'm making the clear mistake of trying to work on all bosses at once

so far the stargazer boss is turning out well

then we have the bandit behemot who somehow got himself a military grade gatling
and proudly strutting around with it

his aim could be improved though ๐Ÿค”

turns out that making a convincing tornado effect is not easy
I either should drop the 3D model or the particles
both turned out well but have a disagreement about how this effect should work
on the other hand I thought making the player fly up and swim around in the air
will be the hard task but it was working in like 5 minutes  ๐Ÿค”

overall things seem to be going well but slowly
so far only one boss idea was cut
it was seemed to be easy but .. well it wasn't
no need to panic yet

(+1)

took a break from working on bosses..
to work on enemies  ๐Ÿ˜“

this four armed gal is out to resurrect enemies
and fire homing missiles at you

her legs are jetpacks - kind of like those water based ones
only this one works using an acid of sort

she is also supposed to cast various spells later - once I think of some ๐Ÿค”

many of the existing enemies got rebaked again

I probably mentioned it before: this tech doesn't work well with vertex colors
in fact vertex colors ruin the lighting making them look flat

before realising this I baked them as lightly and with as little shadows as possible
so now I had to redo it again   ๐Ÿค”

some boring stats, so far there are
22 unique enemies (7 neutral 15 mite worshippers)
7 bosses  (1 almost finished - 6 wip )

there are many more enemies planned

but there is more than enough for the opposition and they will be added as extras later
at least that is the plan ๐Ÿค”

(+1)

really nice modeling! i like the 4 arm gal :)

finally someone noticed the extra arms ๐Ÿคญ

I got sidetracked a little trying to make the car work..
now the engine still has no physics engine whatsoever
(I tried out bullet was so disapointed I don't even plan on adding one anymore)

long story short I had this idea of making the car the old way
from simple distance springs
there is no verlet, it's simple euler stuff
running at 750 fps

it's made out of 6 spheres and about 18 springs
literally a car held together by glue and prayer

adding a mesh kind of hides the jank - but not by much


the prototype was really promising


ingame there were troubles ๐Ÿ˜“

turns out getting the basics to work is just start of the journey
one thing I was worried about is how to flip the car back
(you don't have a gravity gun after all)
but then just kicking it and it magically flips
not only worked but it was the easiest part

overall I'm not sure what to do about it now
it's good enough to keep it in the game
but not good enough to build serious gameplay on it ๐Ÿค”

and of course I still only have the test interior ๐Ÿ˜“

things are getting a bit hectic - so much I tend to forget to update this devlog ๐Ÿ˜“

even though the stakes are pretty high

there are many areas under development - I make the mistake of trying to work on all of them


I cannot help it - I got the game all in my head - it's just difficult to get it onto the PC ๐Ÿ˜“


but when I can I go too far - some maps are getting way bigger than they should be
it's hard to get in the zone but once you are in it's even harder to stop ๐Ÿค”


the problem goes double for the mines - but before we continue remember



here is a screenshot of the mine level in the editor


now you see that little yellow truck on the bottom? here is it for scale

of course this might not tell the full story .. here it is again


as you can see it's a cute little thing
so there are plenty of ideas for areas
but connecting them together and figuring out where it all should go is tricky
so far the only way I have to fix this is to iteratively play through the map again and again
and eventually reach at something comfortable
I had the same problem with the first game - I felt the maps are a mess
in the end people didn't mind the mess
they hated the maps that were too complex and liked the more linear ones ๐Ÿค”
one thing I know for sure that mapping is still my weakest point
and I'm not sure what to do to improve ๐Ÿ˜“
I got more confident modelling them but cannot tell you what would make
an enjoyable map  - for me I can tell - but for players I have no clue ๐Ÿค”

and now it's time for more isometric goodness

one of the maps is a giant dam - and it's the biggest level pushing the engine to it's limits
so I decided to make it larger for some reason


also hit a huge milestone: the mines are the first level finished
as far as geometry and player route goes
still need to place items, enemies and test the thing


some of the maps got so big they break the editor view
originally I wanted a lot of small levels
but it seems like there will be a few but gargantuan levels instead


ironically I have the most trouble with the warehouse level
this is about its fifth redesign


the first map is planned to be a little western town
one of the only maps  where I' m not sure if I should make it bigger


and here we have the badlands that are indeed looking bad so far
there is a single gas station - and the map design philosophy was
that when in doubt just keep adding trucks


I'm getting doozy from all this mapping work
at least I'm not being watched..


(1 edit)

finally some good development news
the office level is shaping up well

originally the plan was an ancient underground city
where the office was an anomaly
but then the question emerged - how an office got there
and on this thread the whole level was built
it's aspiring to be a shameless ripoff of the hl1 office complex

here you can meet a famous game designer who moved underground


you also get to play the game that made her famous - which is a silly arcade game
that involves characters from Zortch 1
of course we are in a kind of low tech future - there is space travel but people yet to invent HD monitors
so it's a low res monochrome pea soup ordeal


she seems to have bit of an ego about her - success went in her head



she is not so happy about having to live underground and is having a bad day in general
overall she has a message for all her critics out there



the weird looking cybernetic human things have attacked the office and all workers fled to the meeting  room


these folks don't have problem inviting themselves inside


things get a bit hectic out there


this level is a bit experimental by itself
I built the interesting elements and scenes seperately


now I just need to figure out how to connect it all up together.. oh dear ๐Ÿ˜“

(+1)

Looks really cool good work!

(+1)

why thank you! โ˜บ๏ธ

even though the game is slowly shaping up there are still things that giving me trouble
most of all the mapping


silly ideas and characters seem to work well - but the main problem is still the same
what to do on the level?

now people stated they hate keyhunting
they also hate maps that are too short
and also maps that are too big and there is nothing to do

this is giving me some trouble
I'm toying with the idea of at least bringing the blue key back
after all you have an automap now that shows you where it is

still after much iteration the ruins map is more or less finished

in the end I settled with a much smaller map
even back on Zortch1 the comfortable size of a map was identified (based on old fps maps)
and the central area pretty much takes all space for that
in the end the fact I can now make bigger and more convoluted maps
doesn't mean much as they tend to not  work that well

in my disappointment with these events I added 3 new soda flavours and machines
also now all soda brands give different amount of hp


things are not getting easier
for now one thing is sure


(+1)

so once again I realised that I need to change my methods.. and worrying about the maps will get me nowhere
as you can see what I have no trouble with is making more characters - there are about a truckload of npcs now
(only about 5-6 were planned but I couldn't help myself)


also there are tricks used to make it look like there are more of them


so right now I will be focusing what I'm good at and just keep adding characters..
until I feel there is enough
and the maps themselves will be kept simple (not going beyond the first games quality)


as far as the NPCs concerned there is enough of them now
there are about 15 unique ones
which is quite a high number from the previous games 0  ๐Ÿค”
there are two more planned
but they are optional to the story

and as far as the enemies go things are getting out of hand   ๐Ÿค”

(1 edit) (+1)

once again I forgot about this devlog
the good news is because I work so much on the game it makes me exhausted
the bad news is of course the game is far from ready
I was hoping to have a demo this year
but it looks I won't make it ๐Ÿ˜”

still plenty was done - here are some highlights:


added some new textures - the trains are still bad looking but not that bad



in the first game many maps were built around little gags - here is one of the new ones



modelled some everyday objects like a fridge
these are more like little feelies that make the world more believable


as the game takes place in the desert it seemed appropriate to make a parody of vegas
of course it's an scifi game and in the future you can do even crazier things with neons


I somehow improved in modelling skills - this toilet is a clear step up from the ones in the first game


but when it comes to furniture I'm still hopeless ๐Ÿ˜”

(+1)

the models look very good, i like this style ๐Ÿ‘

(+1)

why thank you โ˜บ๏ธ

(+1)

so far I managed to get the first level finished (sort of)
there are some train and metro based levels in the works
and what I realised is that one of the problems is that there is not much to place on these levels
so there are few weak enemies to fight

I keep forgetting that the goal of the game is to be entertainment in the end
so the challenge part doesn't really matter (and that should be left for the difficulty selection)


now the plan was just to add a weak version of the transformed enemies that still resort to generic weapons



then I figured I will need stronger versions - like ones that still have simple movement just stronger weapons




then things got out of hand  ๐Ÿค”
because I like making characters and hate making levels ๐Ÿ˜“


now the challenge is for me - for putting it all together
there are now all guns finished
enough enemies finished
all bosses have their models ready (and some of their animations)
ironically enough the hard part starts now
trying to make some  good levels
and somehow making the story fit to them - or the other way๐Ÿค”

(+1)

once again I forgot to update this devlog
of course this time I have a good excuse
I tried to rest at xmas time
and then comes january and I immediately got sick ๐Ÿค’

now I'm doing my best to get up to speed

there is some good news - the scrut was going to be cut
but as I was not feeling well and I could only model things
ended up with a good version

these are ravenous little creatures


of course a sand shark thing is kind of a cliche
but one of those cliches that you don't see much lately
you know like aliens out to eat brains ๐Ÿค”

there are also some other wildlife in the progress
I thought there should be a replacement for buffaloes
as it's a western setting and the locals must eat something
and recently I had the idea for the perfect creature for that:
a gigantic snail ๐ŸŒ

looks mouth watering isn't it?

now fitting it into a stove might be tricky

especially this one - in the spirit of the lowpoly the front is only a texture
and ended up looking like someone put them on with a sticker ๐Ÿ˜“

and the same criticism could be valid for these new slot machines

this is actually my first time using a trim sheet
I ended up reinventing them by accident
and yet to master this ancient technique ๐Ÿค”

the casino also comes with a croupie

I'm happy with the design but couldn't think up any wacky dialog yet
sometimes my brain just doesn't work as it should ๐Ÿค”


there might be an obvious reason ๐Ÿค”


I wonder what these birds want? ๐Ÿค”


and if anyone will ever see them up close? ๐Ÿค”

overall there are very few models are left

occasionally I do a redesign - like for this dice headed gal

and sometime I just get a good idea

like for this absolute monstrosity ๐Ÿค”

but to tell you the truth I'm just buying time
trying to find things to do so I don't have to work on the levels ๐Ÿ˜“
but I'm afraid it's getting inevitable - they are the last pieces of this puzzle
and asset wise nearly everything else is done

does this mean the project is on track?
or that I'm just sweeping things under the rug and the worst is yet to come? ๐Ÿค”
I guess we will find out soon enough ..

see you next time!

(+1)

once again I got a perfect excuse for not updating for a while ..
as I got sick again - this is really not my year ๐Ÿ˜”

the good news I managed to get some modelling done
and made some car models



and then proceeded to break them into pieces ๐Ÿค”




the good thing about these little decorations that some maps just make themselves



you place a few cars and suddenly you have a drive-in theater on your hands ..
and of course the engine works well with dark areas - sometimes a plan comes together ๐Ÿค”



no drive-in is complete without the snack bar of course



now I have an all new opportunity to get sick again - but this time on my own volition ๐Ÿค”



and then of course after throwing I will need to take my clothes to the local laundromat eventually



meanwhile on the outside sinister things are afoot ๐Ÿค”

anyway so these last two weeks were not a total loss
and these recent new levels are promising
now it's all about keeping this pace up ๐Ÿค”

until next time!

(+1)

I'll try to update this devlog more frequently like weekly .. so far so good only 10ish days went by ๐Ÿค”

anyway one positive thing is I'm getting better at making very low poly decorations


here is some construction equipment

and this building area turned out good so far - another map done ๐Ÿ‘


turns out those round grey pipe things are called culverts - and now you know ๐Ÿค”



here is a gas station - a parody of agip combined with buckees - of course this one is a lot smaller ๐Ÿค”


for some reason I just keep making gas stations now
wanted to remake the first one but lost the reference photo I found ๐Ÿค”



here we got a giant billboard
on a building that is buried under sand
and some new window textures
hopefully no one will notice that they are all broken the same way ๐Ÿค”

and I couldn't help myself and added more vending machines
and donut types ๐Ÿฉ

until next time!

(+1)

wow! Mr.leg.is this the new DLC of zortch? cool M16 rifle!

(+1)

well it started as one - it's more of a sequel now ๐Ÿค”
thank you!

(+1)

well there goes my weekly plan - almost two weeks ๐Ÿค”

mostly spent it building levels
there is something about making environments that just fries my brain ๐Ÿ˜“
but I'm happy to report there was progress ๐Ÿค”


mostly redesign of older concepts - this is a redesign of the dam


it's somewhat based on the hoover dam - but is a miniature version of it
about 1/5th in size - still gigantic ingame


funnily enough I set out to make a smaller game with smaller levels this time - but  here we are ๐Ÿค”


thing is the dam started because it seemed like an easy to make map
same goes for this warehouse area


of course the warehouse is only on it's second iteration - it was restarted because the conveyors
didn't make sense in the first one - these don't make much sense either but on purpose ๐Ÿค”


and as you see this one turned out to be a gigantic map too
the only thing missing is the enemies, items and the exit ๐Ÿค”

and finally  some enemies got updates

I split the spider mage into two characters - now there is a small and a large version


and the mech got a facelift - which turned out a little too good ๐Ÿค”


it's all about that winning smile - and firm handshake
of course in this case it's a lead handshake ๐Ÿค”

I'll see you later..
until next time! ๐Ÿ‘‹

(+2)

this weekly update just doesn't seem to be happening ๐Ÿค”

anyway nothing interesting this time - I'm working on maps

here is a large multi level garage 


i'm planning to put it full of raptors - who are back by popular demand
but as you see this one is a desertish variation of them


another gigantic level - a spaceport
it's like an airport but for spacecraft


i'm experimenting around with a 3D skybox


the idea is that a part of the map is rendered inside the skybox
funnily enough implementing it is easier than drawing all the things inside ๐Ÿค”


also there are driveable forklifts now - so there is at least one driveable vehicle in the game now


not everyone approves if you steal one though

and that's it for now
still plenty of work ahead
but the game is slowly shaping up ๐Ÿค”

(1 edit) (+1)

it was 9 days again - i'm only 2 days off  ๐Ÿค”

anyway the one big new thing is the new citrus juicer gun


 the twist is that it's a futuristic citrus juicer repurposed
to be an improvised acid gun  - loaded with large extra acidic citrus ๐Ÿ‹

this gun was my white whale for a while
I had the concept down early and the idea that it should be loaded with lemons
in a way it was going to be a parody of the Unreal 2 Drakk rifle (which was a beam gun loaded with spiders)


there were many iterations - all of them looked good from the side
but it's bloody fps view that didn't seem to happen
I still have doubts about this latest version but it's good enough ๐Ÿค”


at least the reloading animation turned out good ๐Ÿค”


moving on I'm doing my best to shape up  my sorry army of weird creatures to be an effective
and possibly scary fighting force 
quake attacks now got replaced by spherical explosion
so you can tell what distance is dangerous
and that jumping won't save you  from the shockwave ๐Ÿค”


another use for the spherical explosion
the minibosses no longer screw around - we are talking homing ball lightning with giant explosions ๐Ÿค”


the explosion itself is easy to avoid - when it becomes homing it's a true annoyance ๐Ÿค”


in fact this might be a good time to call for backup ๐Ÿค”

 

and so coming up next
it's time to implement your allies ๐Ÿค”

until next time ๐Ÿ‘‹

(1 edit) (+1)

only one day off - I'm improving ๐Ÿค”

as promised here is a post about your allies
you get to command three brothers
who are bank robbers by trade
they used to be four
but the fourth brother was killed by your common enemy
and so you end up teaming up with them ๐Ÿค”


in this photo the three bois
all three use the same model at different heights
here they are with the default gun - the rocket launcher
learning that shooting rockets at the player is a no no ๐Ÿค”


here we see the bois as I attempt to add additional weapons and the revolvers scale is off


here are the three bois with the corrected weapon models


here the three bois are guarding that spot - what makes that spot so important nobody knows



here me and the bois are testing the crouch animation



normally the bois just teleport to locations if they get stuck
but that turned out to look like bugs
so I do my best to try and make them find path  to locations
and use teleport as a last resort
here we see a simple node graph
the downside is the path nodes need to be place manually on the level

here we see a test for jumping
it's a fake jump - a bezier curve is calculated from the start and end point
but looks convincing enough

I was worried that the bois might get lost so now they got large markers
that you can also see through walls


on this photo there is a bug - the stapler monsters won't attack until they notice the player
the bois don't see them as a threat either

on this photo one of the boys got shot in the head - but he is ok

here we see that our hike through the minefield was not as success and one of the bois got knocked out
they cannot be killed only knocked out - if this happens you need to get close and revive them
by kicking them back to their senses

and that is all for now
this is the last of the major features done
or at least mostly done
so now it's back to working on levels

until next time ๐Ÿ‘‹

(+1)

I guess I'm just adjusted to metric weeks (10 days) oh well ๐Ÿค”
not sure how to make a devlog about this .. it's mostly technical stuff and not much to show

in short: I rewrote the lightmapping code

the unwrapper now works on movers 
this means I can bake shadows into doors, elevators, conveyor belts


secrets are easier to hide

previously moving geometry (the movers)
only supported vertex lights
in my naivety I thought baking the lights into these vertices was enough
but in practice they always stood out

in the case of unwrapping it was mostly refining old code 
but calculating the pixels needed a whole new approach
this was done because on new maps as the maps got bigger
the lightmap preview got a lot worse
as it was only a small 256x256 texture representation
of an ingame 2048x2048 texture

here is a gif of a starship with unfiltered lightmap
comparing the result of the old one and the new one

now the speed up is quite significant
to make the ingame lightmap I made a seperate command line app
this took 2 mins to bake this spaceport map (which my largest most and complex map right now)
the new method finishes in ~8 seconds
this was achieved due to various factors:
- switch to BVH from a 2D grid for storing the triangles
- the new BVH was tread safe and so I increased the threads from 4 to 12
- early exit for the raycast - stop when the first light was hit
- this brought it down to ~10 second
- then the BVH was upgraded to BVH4 and simd was added but it only shaved 2 seconds off

and the preview in the editor skips pixels and blends things together ๐Ÿค”


the lightmapper in action - not much of a looker ๐Ÿค”

and the results of all this hard work.. a clean preview - not much of a difference for most maps ๐Ÿค”

now all is left is to make all these damn levels ๐Ÿ˜“

until next time ๐Ÿ‘‹

(+1)

more boring stuff - for others game development seem to be something exciting - I mostly just work ๐Ÿค”
turns out the real work is with the graphics
and let me tell you - making a main character is 10x harder than anything else ๐Ÿ˜“
and even with extra attention they end up horrid ๐Ÿค”

long story short I remodelled Zortch - by hand from top to bottom

you will need to trust me on this - there is little difference ๐Ÿค”
the neck was adjusted, shirt was tucked in, boots fixed
and now the fingers are animated - might as well ๐Ÿค”

turns out you need good topology for good animation 

anyway then I made another mistake: how about showing all weapons on the viewmodel

in the previous game no matter what gun you had you held the shotgun
as originally no mirrors were planned and it was only meant for a model for security cameras ๐Ÿค”

now adjusting 17 models is a lot of work and a lot of weird things happen
here we see Zortch running along with her little walkie talkie

it's both amusing and tragic ๐Ÿค”

another amusing thing - the redesign of the main villain - the doctor ๐Ÿค”

he is meant to be a scary figure - but so far he looks like if Gilbert Gottfried was a borg ๐Ÿค”

or maybe he looks like more of a crazy dentist on the loose? ๐Ÿค”

if anything he has the attitude ๐Ÿค”

so only one major model is in need of finishing (the jeep model)
and the rest are optional ones..
alas this is the part where I'm getting tired and not sure what to do next ๐Ÿค”
character wise it was a smooth sailing - in fact this might be the first fps game
where feature creep was outdone by creature creep ๐Ÿค”
now only if I was good at making levels too ๐Ÿ˜“

anyway that is all for now..
until next time!  ๐Ÿ‘‹

phew what a week .. I mean 11 days .. still at metric week updates ๐Ÿค”

first of all take a look at the shiny new trailer:

and I think I better make the devlog update in another post to keep things clean ๐Ÿค”

now believe it or not but the trailer is old news 
it was made before I rewrote the lightmapper
and the movers (doors and whatnot) had lightmaps on them

and among other things recently I managed to finish up the car 
which is the last big feature I insisted on having in the game ๐Ÿค”

for comparison this was the old car - I thought just driving around a sphere going to work out
and it would be a nice oldschool car

needless to say the driving was not up to standard - but many people loved the design of the placeholder ๐Ÿค”

the new car got reworked a few times - it's mean to be a combination of a 4x4 jeep with a mini monster truck

the inside looks a bit better but I didn't bother to make a working dashboard

this new one is based on super basic spring physics - the game still has no physics engine ๐Ÿค”

if you ever go mad as me and try to build your own physics:
update the gravity for all particles first and only then apply the spring constraints
turns out that is the trick to bring it together ๐Ÿค”
also there is some extra correction - the direction of the car comes from the relation
of the spheres it's made of (6 spheres) and to make sure you drive in a straight line
there is a little cheat added - some of the speed that would deviate you from this dir is cancelled
and that is all needed to make a workable car ๐Ÿค”

the rest is playing with values until it feels right and you can drift and so on ๐Ÿค”

of course adding physics to a car has it's problems ๐Ÿค”

until next time ๐Ÿ‘‹

(+2)

I got a new record for forgetting to update with 18 days ๐Ÿค”

but I got a good excuse - working hard on the demo ๐Ÿค”
well on the mini 1 level  public demo
there will be a true demo for the full game with more levels

the easiest way to find bugs is to try and make a release - and indeed the insanity is reaching new heights

here are some rockets searching for invisible enemies ( the bug is these should only appear after a zone is triggered - but they are already on the map)


some aspects of the game got surreal
here a bug was fixed where the mirror plane cut Zortch in half
now she turns her into siamese rockets - a step up ๐Ÿค”

the security camera is getting some last minute updates - mostly just sounds and a new noise effect

also a new feature - hall of mirror effects - funnily enough it's possible because it's using earlier technology 

here is an early shot of the demo map

the old version of the map from the top

and it's current look - proof that I'm actually doing something ๐Ÿค”
and as you see I finally found a place for that cetacean skeleton ๐Ÿค”

only a matter of days .. and testing will start on the public test version
that I also test myself beforehand 
and then it will be sent to everyone I asked to test
and only after they took it apart and everything is fixed it will
be truly a public test .. ๐Ÿ˜ต

as you can see I'm not leaving anything to chance ๐Ÿค”

oh well.. back to work..

I need to teach the girls how to get through doors  ๐Ÿ˜“

until next time ๐Ÿ‘‹

(1 edit) (+1)

the testing is going well - I got a lot of help with testing now
and it was a good idea to not leave it for last this time ๐Ÿค”

of course it's ironic that the public testing also has a pre-testing phase
but that is the way the cookie crumbles ๐Ÿช
it's more of a psychological thing - better not let people exposed to potential big bugs ๐Ÿค”

soon everyone will can play the demo for real
very soon here on itch
and a few weeks after the game gets through the tedious
approval process on steam ๐Ÿค”

some highlights on what has been fixed in the past week:

the lightmap generation got fixes - and I completely had to re-lit the map

here is an area without filtering 

there were a lot of mistakes - but mostly with filtering:
- pixels extended to the edge of the image and this broke blurring
- blurring the image without using the triangles for a mask introduced smudging
- I didn't do dot product tests between the light and surface normals
i'm on the fence about this one as I also invented a cheap way for ambient light with not using them
but now everything looks proper and more oldschool ๐Ÿค”
 

so with the proper normals this whale skull looks a bit weird with hard edges

rocks look a lot less natural but I kind of like it  ๐Ÿค”

there were some major bugs:
- I only saved the first 16 weapon slots from 32 - making the pugon pistol lost in saves ๐Ÿ˜”
- Zortch was not shown in the guided missile view - I coded it out accidently with the vehicles
- gibs were floating after you loaded a game - their groundpos was not saved
- ladders used dot products wrong to see if you were facing them - dot products seem to be my arch enemy ๐Ÿค”

guided missile view - Zortch thinks she is in a car ๐Ÿ‘€

and here it is fixed ๐Ÿค”

for my next trick I will try and make the gamepad work properly
unfortunately nobody testing has tried it with a gamepad
and I don't play with it much either
so all shenanigans will come out when testing will become public for real ๐Ÿค”

until next time ๐Ÿ‘‹

(1 edit) (+1)

and the demo is now ready ๐Ÿ‘€

is the game on the right track?  ๐Ÿค”
or are there major flaws? ๐Ÿ˜จ

judge for yourself:
https://mutantleg.itch.io/zortch-2-test


(2 edits) (+1)

this one is going to be quite a boring one - mostly text ๐Ÿค”

there were several major bugs found during and after testing
one thing is sure: the fight against os problems and gpu driver shenanigans will never end ๐Ÿค”

- one of the major new things I added to the engine is to make it run on two thread: one for update and one for rendering
but the game still stutters on some pretty powerful hardware - in the end no matter what you do this cannot be perfect
- because the window is using the render thread I attempted to use the windows function GetKeyboardState to read keyboard input
this randomly fails on some machines ๐Ÿค”
there is fallback to use the regular keyboard input when it fails - so far nobody noticed a difference ๐Ÿค”
- hiding the cursor is also hard - I had to use both WM_SETCURSOR and ShowCursor ๐Ÿค”

there were several bugs that were caused by me and my poor coding though:
- you could fall through the floor by crouching in the wrong place
this was because I didn't use velocity to move the player when it gets into a crouch position
and it's important to move the position otherwise you hit your head in the wall during a quick slide
- not all guns were saved - I only saved the first 16 of the possible 32 slots - having defines for it didn't help
- grabbing onto ladders was broken when you looked up or down:
I didn't cancel out the y axis and  normalise the vectorused for checking
if you are facing the ladder
- I simply forgot to implement reaction time changes for higher difficulty making things too easy
- there were some race condition shenanigans with changing music 
music runs yet on other thread and even minimal race conditions cause trouble
the good thing about multi threaded coding is that it's difficult to debug and causes exotic bugs all over the place 

there were a few things that went well though
- now that I discovered dxt1 textures I use them everywhere
the lightmaps now use 4096x4096 resolution and still just use 16mb ram
(1 big lightmap for render (4096) and 1 smaller one (1024) for software lookup 12mb + 4mb)
- the menu navigation with gamepad works well - at least there were no complaints
the whole menu had to be rewritten - turns out an immediate gui doesn't do well with keyboard navigation
and turns out neither with gamepad one
- there were no major complaints about driving the forklift - but that may be  because many people dismissed it as decoration ๐Ÿค”

overall it's nice that so many bugs got fixed long before release time
but I was surprised by how many were there ๐Ÿค”

(1 edit) (+2)

after a text heavy update here is an image heavy one

one thing I found out from this demo is that I need more mid bosses to place ๐Ÿค”
of course people feel that the existing enemies are spongy enough already (have too much hp) 
so things are tricky ๐Ÿค”

still, I feel a few more new faces might help things ๐Ÿค”
(when in doubt just design more characters)

here is a redesign of the berserker enemy - I figured the weapon could be added later - perhaps there could be variants wielding different things?
so they meant to be elite soldiers - that are not just glass cannons but true cannons

this amusing figure is the sick-o-phant
and just a regular tank - an elephant like thing that sneezes at you 
(because he is sick and an elephant ๐Ÿ‘€ )

I have no idea how this guy will attack I just had the design in my head and had to do it ๐Ÿค” 

another variant of the head bomb enemies - the baseball players meant to bat their heads at you
but their design is still in progress  - this time the idea is down but adjusting the character to it is the challenge ๐Ÿค”

these propeller headed ones are not just difficult to model but will be also difficult to code - 
they meant to fly, walk and use their propeller to blow you away and/or potentially slice you up ๐Ÿค”

and even I have no idea what this thing is supposed to be ๐Ÿค” 

see you next time! ๐Ÿ‘‹

(+1)

just a short update - i'm busy making characters
and as you might know itch.io got a lot busy lately
due to unfortunate events  ๐Ÿค”
it's kind of nice to see some activity around here but
I wish it had happened in some other way ๐Ÿค”

but I digress, once again I updated the demo (build 2072)
https://mutantleg.itch.io/zortch-2-test
this has fixes for the map that make the zoom better
and various small bugfixes
once again I'd like to thank everyone who reported them ๐Ÿ‘

and here is the latest devlog stuff:

my new lightmap fixes are giving me a lot of trouble when it comes to making ambient lights
on the other hand it did wonders for the lowpoly model
this previously made train model now looks decent thanks for the lighting
the fixes for the normal calculation brings out it's shape much better


I made new textures for box cars and also made a new model for the wheels
they are also now placed in the correct position at the sides of the box


here is an attempt at a passenger car - strangely enough real railroad cars are twice as long as these
but at that size they feel too long - it's hard to get scale in a game to feel right - realistic measurements often don't feel realistic ๐Ÿค”
irl a passenger car this size was only found in britain in the early days of trains and was considered the smallest ๐Ÿค”


overall I have much more luck with characters - I decided to split the baseball player into two creatures


and the design of this propeller headed gal was finalized too - coding her will be a bit more difficult though ๐Ÿค”


and finally a sum up of all the characters so far
there is also one for Zortch1: https://steamcommunity.com/sharedfiles/filedetails/?id=3540307407

turns out I've been a lot busier than I thought ๐Ÿค”
if only I had the same luck making levels ๐Ÿ˜“

oh well..

see you next time! ๐Ÿ‘‹

(+2)

I feel tired lately and sometimes making a devlog is just too tiring ๐Ÿค”

but at least most of the tiredness is coming from making the game ๐Ÿค”
let me show you what have I been up to:

The ruins area is slowly shaping up - I made a new new textures and came up with these mummies


here we see a former emperor who is grumpy for being awakened so early


overall most of the crowd around doesn't take well to your presence


probably the most cliche looking mummy ever - I kind of feel bad about it ๐Ÿค”


I also managed to finish up the sphinx model 
rumor has it that originally it was a giant locust that was reshaped to be a wasp ๐Ÿ‘€


here is the low poly version in the editor - with additional statues


of course these are supposed to be ruins so I made a few broken versions of the statues


and for last here is an amusing wallpaper thing
I swear that kid always gets in trouble somehow ๐Ÿค”

see you next time! ๐Ÿ‘‹

(1 edit) (+1)

drat I thought I was only gone for a week - turns out it was almost 3 ๐Ÿ˜ฎ
no wonder development takes so long ๐Ÿค”

I set out to finally get things together and update the maps with the new lighting from level one
and naturally ended up working on ninjas instead


the ninja model was what I'd like to call an insomnia model - sometimes when I cannot sleep I just model away for fun
the idea is that they are blindfolded and rely on their senses to fight  - and thus you cannot sneak up on them


originally it was just going to be a novelty enemy  to have more midboss level enemies
but after implementing them they seemed to be a lot of fun to play against - so now they have this whole fortress/monastery thing in the works
and I also made plenty of new textures for it


here is a dojo area - for the most part they just run about doing acrobatics and slap you around


I also added color variants and a very expensive ghosting effect (the model is redrawn 5 times total  ๐Ÿ˜ฌ)


a new npc is the ninja master - she explains you being beaten up are just trials and tests - turns out the ninjas didn't become evil after their transformation - as they couldn't get any crazier ๐Ÿค”


now this new area seems to work well overall and there is plenty of room for gags and fights
the challenge now is to figure out how to add it to the story as none of this was planned ๐Ÿค”


until next time!  ๐Ÿฅท

(+1)

Holy shit these are awesome! ๐Ÿ˜ถ๐Ÿ˜Ž

(+1)

i'm glad you like them ๐Ÿ˜Ž

(+2)

Omg, I am loving everything I see in this! It reminds me so much of what I grew up playing! Bloody marvelous!! 

thank you! โ˜บ๏ธ

(+2)

and we are at 3 weeks since the last update
I mostly spent the time tightening up stuff

so I figured I should replace the old shotgun sound and this led to a bunch of other changes
and I remodelled some of the guns

now the rocket launcher feels like it got a hd udpdate - yet its the same high res model ๐Ÿค”


also I did some optimising this time by only baking and modelling the visible parts 
turns out being lazy and optimising goes hand in hand  ๐Ÿ‘€


the shotgun looks much more neat now


and the machine gun now looks like it means business  ๐Ÿค”


on problem with baking these characters is the lighting
I lost count how many times I rebaked this gal
problem with monochrome is they look very flat from far
this is a problem if you want players to notice them easily  
up close is fine but turns out you only see them up close very rarely
as these gals are always on the move ๐Ÿค”


the solution was to go for the old trick  or orange-blue  lightning  - this really brings out the shapes of black stuff
and this was inspired by checking how people light up their alien toys - which being full black usually have the same problem ๐Ÿค”


now I have to rebake all characters though
this new wall head was remodelled recently
and already in for a rebake


I'm being more lazy with lava and other damaging floors
but they still give me a lot of work 
for these mouths I had to write a tool from scratch to generate the animated texture ๐Ÿ‘€


and finally here is a puzzle that got cut from zortch 1 involving getting large balls to a goal
so far I got one area where I want to use them - and that is why they look like giant billiard balls ๐Ÿค”

until next time! ๐Ÿ‘‹ 

(1 edit) (+1)

another late update
it's getting increasingly hard to post on itch
there seem to be many outages lately

good news is that one big milestone is ready

all the guns are complete!

plus by popular demand this gun wheel was added for quick select
more like a gun ellipse as there were so many of them they didn't all fit 

the latest new weapon is the railgun - after weeks on weeks of modelling and experimenting
I ended up with this very generic looking sci-fi gun


these guns are very challenging - in the end the most important thing is how they look in the fps view 


other guns got redesigns too - this is the new flamethrower
the alt fire was changed to shoot fireballs making it a bit overpowered

some other guns only got their design altered a bit
the citrus juicer (or acid shooting shotgun if you prefer)
now has three barrels on it's end (I simply removed the triangular cap from the old design)


the grenade launcher is more sleek now - almost as if it got a hd update

and finally let me show you the rejected railgun designs:


as you can see unlike many people who work smarter I just work harder   ๐Ÿค”

and now with all the guns finished and all enemy models done it's finally time to concentrate on the levels
so more working hard for me will commence  ๐Ÿค”

until next time ๐Ÿ‘‹

(+1)

just a quick update
there is nothing interesting to make a devlog about right now
just raw work
I've been making textures mostly


only wanted to make new light textures first but things got out of hand  ๐Ÿค”

but this proved to be a good idea - turns out the more textures you got the easier it is to experiment and make new areas

my new approach is to play around with lights


here is my "new invention" - the light crate 
sometimes you have no other ideas but to place a crate at areas - so why not pretend they belong? ๐Ÿค”



night areas are super easy to get right with lightmaps



and with the new textures I experimented around with some new setpieces

so there you have it .. I'm trying to find a new direction for the levels
because the demo released highlighted plenty of shortcomings with my approach
turns out just adding an automap won't solve things
I still need to figure out a way to hold the hand of players.. without them catching on ๐Ÿค”

I see you with more silliness next time ๐Ÿ‘‹