sunnuntai 30. lokakuuta 2011

30.10 / Todays TO-DO

1. Eat.
2. Go to bath
3. Start working!

I have wasted enough time today on internet. Time to start working on the level 1 again.
Here's another totally awesome video series to watch, lots of technical stuff about BF3 rendering.

Actually i have found some extremely helpful sites today, im going to share them later.
So all of that time on internet wasn't wasted after all!

lauantai 29. lokakuuta 2011

29.10 / Eve highpoly

I sculpted the highpoly model of Eve today, phew! It took some time..
I also started unwrapping the lowpoly model, Marmoset Toolbag is playing games with me and doesn't open some models anymore so I had to render this one with Octane Render. Take a look.

It doesn't show all the wrinkles as good as they showed while sculpting, but you'll get the idea..

29.10 / Things

Morning everybody,

I think I'm going to start sculpting the highpoly version of Eve today. And maybe the enemies also..
I bumped into another super awesome video today. I saw it in Check it!
Blizzcon 2011 Diablo 3 - Making of The Black Soulstone Cinematic Panel

perjantai 28. lokakuuta 2011

28.10 / Level 1 modeling


I've been doing level 1 today. You can't imagine how ridiculously long it takes just to make couple of pipes! And there's still lot more to do. :D ,well of course I did other things too, but hey, it's going pretty good! Theres lot's of pipes to come, stuff to the storage room, engines.. so much to do!

Check it:

28.10 / Progresssss...


I modeled Eve today (yesterday..), it's quite ready to go highpoly/sculpting i guess.. I also started doing the first level. Basic shapes and stuff. And experimented with 3dsmax again.. Bit 'o everything..
It's 2:43am, now to bed thxbye!

Check this out! Cool,

edit: im gonna start writing "asset note" to my desktop, it's just a list of everything im going to need to model to this game.. Everything from fire-extinguishers to lamps..

torstai 27. lokakuuta 2011

27.10 / Random Info

Hey everybody,

I've been off from computer for some time, I just got enough from just sitting at computer all day and did some other things for a while. But I made new discovery! I played Silent Hill: Homecoming today, and the first "level" was just like I imagine my game to be. The way player wanders around with flashlight, reading logfiles, it even has that kinda gameplay mechanic that enemies will be attracted by the flashlight! (although I didn't see moment like that). It definetly has the same feel that Im after..

I shamelessly stole couple of ideas...

I also practiced using 3ds Max yesterday, i've started looking into it. It's more or less industry standard so it's pretty handy program to know how to use.

keskiviikko 26. lokakuuta 2011

26.10 / Ship Deck

Working late again,

I started modeling the ship deck. It's really low poly still and it's getting late so I didn't take any pics.
It might be in showable condition tomorrow, we shall wait and see!

tiistai 25. lokakuuta 2011

25.10 / Eve lowpoly model

Check this out.
This is Eve's lowpoly-almost ready-version. Next thing is to start working/sculpting the highpoly model and face and then bake normal maps for the lowpoly model. (but first i will model some hair to her :D)

Edit : She has those fingerless  gloves on, but it doesn't show on this picture..

maanantai 24. lokakuuta 2011

24.10 / Enemy base meshes

Hi there,

I quickly did the base meshes for enemies in Make Human. I want them to be very skinny, human like, believable looking but horrifying.. I havent decided for sure what Im going to do with them, so that's why I didn't export them to Blender yet. I think I'm going to draw some concepts / write ideas down first. I had an idea that maybe their eyes and mouth would be sawn shut! And blood all over..

My inspiration for the enemies come from Rec movies :) ,like this:

What do you think? What kinda enemies would you like to see in a game like this?

24.10 / AI - Choices and Conclusion

Hi there,

Well I just finished googling probably hundreds of  Unity/AI/pathfinding/navmesh/etc webpages again and now Im pretty sure about the different possibilities of implementing AI to my game.

- Not even slight chance of coding AI / pathfinding myself in this time--> I need to get ready package.
- Buy SimplePath

+ Chase & Wander behaviours (both needed for my enemies)
+ Quite cheap (60$)
+ Seems easy to use
+ Could be useful in future projects
+ Creator seems to be very responsive in the forum / could give valuable help

- Doesn't have navmesh creation (Im not sure if this is a problem or not to be honest)
- I still need to figure out scripts for enemy waking up, attacking, and probably many more..

Other possible packages:
- RAIN{one}
- A* Pathfinding Project Pro

+ More complete packages
-  Both bit more expensive (70-100$)
-  Seems more difficult to learn

And then there was the Unity 3.5 upcoming pathfinding / automatic navmesh generation, but because it's not released yet, I have no idea how to implement Chase / Wander behaviours, and all that..
So it's pretty much down to if I can use SimplePath with my project. So..


Im going to put the work on AI aside for a while. Im going to contact the maker of SimplePath and ask bunch of questions about implementing it to my game and if everything seems good, I will consider buying it. Until then, I will continue modeling Eve and probably start modeling one of the levels too.

24.10 / Feelings on AI

Im getting frustrated here...

Setting up the enemy AI is way more difficult task than I imagined. I know basicly what I want my AI to do but executing it is pain in the ass. Im just considering different approaches now. Here's some resources and random ideas that might be useful:

- Navigation Mesh (problem = there's no tutorials how to do this, no free simple resources)
- Waypoint system (i found some free stuff, but didn't work on 3.5, Path got bad feedback..)
- Behave (if i remember right this should work, but doesn't solve AI navigation..?, difficult)
- Wait for next Unity version (automatic navmesh creation /crowd sim tools, sounds like heaven)

Battling with all this AI stuff and not getting anywhere feels like Im wasting time. Super irritating.
But now to bed, it's 3:40 am, maybe I'll get something done tomorrow after a good sleep. C'ya!

sunnuntai 23. lokakuuta 2011

23.10 / Report

I just thought to pop in to say Im not dead or abandoned my work! :P

I was at Turku seeing my friends, but now Im back in business. I will continue
my work with the enemy A.I today and probably do some modeling on Eve too..

perjantai 21. lokakuuta 2011

Degree work plan text thing..

This is just a plan of the degree work that teachers wanted.
I'll translate the main points in english when I have time.


1Tiivistelmä työstä (3 lausetta, huom. kiinnostuksen herättäminen lukijassa)

Olet Eva Madsen, Kanadan armeijan tutkimusryhmän jäsen joka on lähetetty tutkimaan Grönlannin lähelle hylättyä sairaala-alusta joka ei vastaa radiokutsuihin.
Yksinkertaiseksi luultu tehtävä saa kuitenkin karmean käänteen kun alus herää eloon ja huomaat, että et olekkaan yksin. Saatko ratkaistua laivan kirouksen ja pelastutko helikopteriin ajoissa?

2Uniikit featuret (Sisällöllisesti/teknologisesti?)

Episodi-rakenne (tämä on ensimmäinen sarjan episodi)
Visuaalisesti hämmästyttävän ällistyttävä. Katson kuinka paljon Unitystä saa irti.
Viholliset reagoivat valoon / valojärjestelmä

3Karkea MOSCOW-breadown (Taski/tärkeys/vaikeus)

Tärkeys: M Must, S Should, C Could, W Would
Vaikeus: VH Very Hard, H hard, M Medium, E Easy

Vihollisten tekoäly                              M , VH
kentät                                                   M, M
päähahmo                                            M, M
päähahmon kontrollit                          M, H
hahmojen riggaus                                S, M
hahmojen animaatio                            S, M
viholliset / animaatio / skriptaus         M , H
kenttäobjektit                                        E, S
puzzlet / skriptaus                                 S, H
äänet                                                      S, M
imagefiltterit / lightmappays / karkit     C, M
ääninäyttely                                           W, H
User Interface                                        H , C
Alkuvalikko                                           S , H
hahmojen damagejärjestelmä                M, M


Mallit/assetit/animaatiot/ myyntiin niin gameprefabs.comiin / turbosquidiin / jne..

Itse peli Steamiin jos mahdollista

Peli julkaistaisiin episodeissa ja tämä olisi niistä ensimmäinen, loppuisi cliffhangeriin ja sitten jatkoille voisi hakea AVEK tukea. Jokainen episodi voisi olla ladattavissa ja maksettavissa erikseen pelin kotisivuilla.

Muut jakeluportaalit

Mainosbanneri kotisivuille



6Yhteys aikaisempaan aiheeseen liittyvään kirjallisuuteen ja tutkimukseen, samankaltaiset työt

Cold Fear, Dead Space, Penumbra

7Työmuoto- ja menetelmät

Unityllä tehty peli.
3D mallit ja hahmoanimaatiot Blenderillä.
Pelihahmojen alut Make Humanilla
Normal, Specular ja AO mappeja CrazyBumpilla / XNormal
Lightmappays/ muut efektit Unityllä.
Tekstuurit Photoshopilla
Model Sheetit / portfolio materiaalit rendaan Marmoset Toolbagilla


Lokakuu -

Design dokumentti (tämä siis kattaa koko pelin juonen, pelimekaniikan, viholliset, puzzlet, äänien jne suunnittelun) , konseptitaide, vihollisten tekoälyn skriptaus, testikenttäpohja tekoälyn testaamista varten.

Marraskuu -

Laivan ja puzzle/tarina-elementteihin ja pelimekaniikkaan tarvittavien objektien mallinnus. Pelaajahahmon pohjan teko Make Human:ssa -> vaatteiden mallinnus, riggaus, animointi, vihollishahmojen pohjan teko Make Human:ssa -> mallinnus, riggaus ja animointi.

Joulukuu -

Hahmon ja mallien tuonti Unityyn, projektin aloitus, Puzzle elementtien skriptaus, pelimekaniikan toteutus, hahmon ohjauksen toteutus, vihollisten tekoälyn testaus,  ampumisen / taskulampun skriptaus.

Tammikuu -

Loppujen pelin objektien mallinnus ,alkuvalikon teko.

Helmikuu -

teksturointi, äänien lisäily, unityn image filtterit, lightmapping, valaisu,      occlusion culling, optimointi, 

Maaliskuu -

panikointi, loppuhiominen, testaus

9Mahdollinen työnjako

Minä teen kaiken.

10Tarvittavat työskentelyluvat

Nope. Ellei sitten koulun iltatyöskentely-lupaa tarvitse.

11Valmiin työn muoto

Unity-projekti / PC:lle käännetty Unity-projektitiedosto.
+ paljon portfolio matskua

12Mahdollisten asiantuntijoiden käyttö

Ei nyt tule mieleen mitään, yritän pärjätä ilman apua..

13Päälähteet luettelona


14Muut erityispiirteet ja sopimukset

Ei kait mittää?

21.10 / battling with the test A.I

It's 1.00 am and I'm tweeking around with the test A.I. Here's the idea for the light system:

- Player has a flashlight
- Flashlight emits light (wow!)
- Invisible particle system parented to the flashlight
  (emits particles to the same area that the light hits)
- If particles hit the collider of the enemy, enemy attacks

I have it working now like that when a particle hits the enemy, it prints text.
So next thing is to figure out how to make the enemy attack / follow the player.  

First idea was to raycast, but the problem was that it would require shooting multiple rays and therefore more code. Invisible cone mesh over the light was another idea, but again, that wouldn't be accurate and would require figuring out how to not react to enemies behind walls.

Particles will bounce off walls and also when they bounce if you point the flashlight to a room from a corridor, its quite likely that a particle will hit the collider of the enemy hiding in there, which is just the thing im after.. The enemies should react also to light that gets close to them / they can see. Not only the light that hits them directly..

torstai 20. lokakuuta 2011

20.10 / Enemy A.I and other updates..


I came up with cool new idea for the game today at school!


I thought it would be quite nice horror element if the enemies (zombie/infected/mutant/thingies) would be in kinda sleep state and would react to the players flashlight when pointed at, if you point light near them or if you get too close to them. In that way player would be more forced to stay in darkness, and not just point the flashlight everywhere. Im sure it would trigger some heart attack moments when you enter a room and point your flashlight to the corner and this thing starts running towards you. :D The idea is that you can shoot only when you point with the light at the same time.

And preserving ammo would be one thing too. Staying in darkness and getting past the enemies without shooting could be a strategy element. But i have to think about this..


The look and feel of the enemies is starting to form in my head too.
I'm probably going to draw some concepts soon! Here's some ideas:

- Idle movement
  (so that player can spot them even when dark, it would be awesome if some of them would be       
   "patrolling" around and some just stay silent and still in fixed position.)

- Idle sounds
  (Just like above, the patrolling ones could make scary voices/sounds randomly.)

- Fast movement
 (They should move quite fast, it would add more panic when attacked and also partially remove the
  possibility for the player to spot enemy in darkness and just draw gun fast and kill the enemy.
  Need for couple of hits before enemy dies would also help at that..)

Other random ideas:

- Dust / steam cookie texture to the area of flashlight light. / also normal light cookie for the spot.
  (the dust one was teachers idea actually, but i like it. It would bring more life to the light)

- Dumping of the Level 2.
  (This might be necessary because of the tight schedule, so if I have time i will do it, but if not...)

tiistai 18. lokakuuta 2011

18.10 / New project name

I thought that would be better than just "Waltsu's degree work" ,so obviously thats NOT the final name of the game, just an working name.
If i have time i would like to draw/paint an "Cursed Hope" -logo too for this blog.

Btw, I did some 3d models today at school for this. First Aid box for wall, barrel and the gun.
I didn't finish texturing them, but when I do I will post pictures here! Keep checking!

18.10 / Level 2 Layout

Here's the layout for the second level, just as I promised!

I know it feels little short in puzzle ideas and all that, but I think it's better to add more of those later than now, because I think it's quite likely that I'll start running out of time if I add too much gameplay elements. This project is HUGE, and Im starting to see it now..

maanantai 17. lokakuuta 2011

17.10 / Progress report

Hey folks,

Im currently working on the level layouts again, I've got level 2 and 3 roughly figured out already.
I think Im going to try to make the Level 2 ready tonight.. But first Im going to take a bath!

I started messing around with the 3d model of Eve too, i made basic starting mesh with Make Human
and brought it into blender, but this is not the most important thing right now, cos I haven't even sketched Eve's face yet!

More updates coming tonight (hope so..)

sunnuntai 16. lokakuuta 2011

16.10 / Level 1 - "Alive" Layout

Some good progress finally! Here's the layout / details of the first "level" of the game:
Next thing is probably continue writing the desing document and stuff, I keep working like a bee!

edit: Well actually there's no particular levels in the game,
        but I design it this way, its more convenient..

lauantai 15. lokakuuta 2011

15.10 / Ansainta-logiikka

We had this assignment given today at school that we should write down things how to make money with our degree work games. So Ansainta-logiikka is of course Finnish and means basicly "how to make money with this" ,here's my ideas!

-  Put the game on Steam if possible
    (it might not be possible because of the small scale of the game)

-  Sell all the models / assets / animations in / / 3dexport.. etc

-  Publish the game in episodes, this would be the first one, would end in a cliffhanger, I could then
    try to get funding from AVEK (The Promotion Centre for Audiovisual Culture) for the sequels.
    Every episode would be downloadable seperately in the website of the game.

-  Other distribution portals / sites.

-  Google Adsense banner to the website (this might be ugly lookin', but still a way to make money..)

perjantai 14. lokakuuta 2011

Nice tutorials for my project

Why i haven't been here before?
Looks like there's lots of handy, simply written tutorials in the Unity's blog. Check out!

Water Tutorial
How to work with assets properly

14.10 / Concepts, Keynotes and Drooling

I didn't accompish that much today.. sucks!

But what i did accomplish was that i started new concept drawings on Eve's clothes, sidepose and backpose. First i drawed basic outlines over these ready made model sheets i downloaded from internet, scanned that to my pc and now im in photoshop finishing the work, i didn't want to post anything of that yet cos it's not finished. Soon!

And while i was drawing i watched the Unity 2011 Keynote conference, they showed some of the new features of the upcoming Unity 3.5 version and i was drooling all the time! So much stuff that i would like to have on this project! So i hope that we get that version to school or i'll get funding from AVEK to this project so i can by that.. one can always dream, right? :D

But im pretty sure i will do just fine with the current version, no need to worry about that, i still got plenty to do! ..i really need to kick myself into finishing the level layouts and start writing the story and design document.

torstai 13. lokakuuta 2011

Eve's clothing concept

Here's a concept of Eve's clothes. I decided to go for quite realistic apporach here, so
no stereotypic revealing clothes for this character! :D ,and it's near Greenland and theres probably going to be icebergs and cold atmosphere altogether so it would be funny if she would have something else on than winter clothing.

Tomorrow i try to draw her head and maybe different poses /with gun, with these clothing. Keep checking!

keskiviikko 12. lokakuuta 2011

12.10 Progress..

Hey folks!

I did some concept art for the game today at school, designs about the ship.
How the layout is in the first few rooms and corridors that player will see
(the deck, stairs, engine room, hallway).

And i also wrote some cool new ideas down, about the ship being under quarantine, hazmat suits, blood on the walls etc, great stuff coming!

Im going to start figuring out concept pictures of the characters and enemies today, and also check out some reference material, including: System Shock 2, Ghost Ship (movie) and Hydrophobia..

I hope i'll get my concept work soon to showable quality so i can post them here, see ya!

tiistai 11. lokakuuta 2011

Synopsis and other info

So here's a the most essential info about the game in a nutshell, read and be amazed:

3rd person horror game with puzzle elements. And some survivaling..

Its year 2019, you are Eve Madsen, a research scientist in Canadian Armed Forces sent to investigate a mysterious hospital ship found near the coast of Greenland in the north atlantic ocean. The ship doesn't answer to radio calls. As the chopper leaves you on the deck, you continue your way across the dark corridors towards the engine room to retrieve the ships "Black Box".

But when returning to the helicopter, you lost contact to your research partner and the helicopter pilot informs you that a storm is coming and the ship took course towards it on its own. The ship came alive. Now starts the survival against time and the undead crew of the ship. Will you make out in time to the helicopter, will you uncover the mystery of the hospital ship?

Unity game. For PC.

Blog for my degree work up and running!

So here it is, this is the place where i will post my progression with my degree work. I suck at writing so you will probably see more images, artwork, 3d models etc here. But whatever comes along the way, i will post it here, so keep checking this site regularly!

As you can see there's lot to do. I havent decided the name for my degree work (a game) yet so the name of the blog is for now just "Waltsu's degree work" ,but i will change it when the time comes. I also fix the layout and other stuff ,but now im too busy writing the story for the game.