Daedalus – Sitrep #9

This week we’ve updated the basement level with AI and objectives, added a new quadcopter model and started developing exterior building tiles.

Quadcopter Model Updated

We’ve added one of the concepts Sam made into the game, and already things look significantly better! We are still nailing down how the final quadcopter will look, so expect to see more concepts soon.

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You can see a 3D view of the model here.

Outdoor Environment

I’ve started creating basic tiles for exterior structures. These will become more detailed and specific over time but it already allows for rapid prototyping of building  shaped and styles. The gif below is from the whitebox for the first level of Daedalus, which sees players infiltrate the facility above ground before heading deeper into the complex. The basement we have fleshed out will be located beneath one of these buildings.

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Guard Dog Hacking Terminals

Tim has added terminals through which it is possible to possess a Guard Dog and cause choas:

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This is already a fun change of pace from the tension of sneaking around. The player will not be invulnerable when using a Guard Dog as their quadcopter can still be located and destroyed, and enemies will be on much higher alert, making them harder to sneak past. However, hacking a Guard Dog can be a way to cause a distraction or attack enemies head on.

Basement Level – AI and Objectives

We’ve updated the basement with AI enemies and a win condition. The gif below shows how a worker has spotted the quadcopter and runs to grab a Guard Dog, while the player escapes up an elevator shaft.

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IndieDB Page

We will be updating the IndieDB page with more info regarding Daedalus, so be sure to check it out as we start to upload content and demos!

More next week!

That’s all for Daedalus this week! We’ve also been working on a side project, so expect some news on that this weekend. Thanks for checking out the game, more to follow next week!

Daedalus – SitRep #8

It’s been an exciting week for us as we have two new team members on the project; Christopher Jack (programmer) and Samuel Smith (artist). With them we can now begin to up the ante on new content and visuals. As well as this we’ve rebuilt the quadcopter handling model and improved the basement level shown last week.

Quadcopter Handling

Tim has rebuilt the quadcopter to behave in a much more realistic manner, with more detailed and accurate physics forces being applied to it.

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The quadcopter now auto levels properly, making collisions easier to recover from. This is now representative of how the quadcopter will feel in the finished game, with balancing, polish and optimization remaining.

Quadcopter Concepts

With our new team members we can focus more attention on areas that need polish and content. For instance, Sam has been fleshing out concepts for the quadcopter, as shown below:

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Environment Update

As shown last week, I’ve been working on a small area that we will use to refine the art style and experiment with gameplay mechanics.

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The player’s objective in this area is to infiltrate a sealed lab. All entrances are locked, but if the player explores the ventilation shafts they can find openings from which they can remotely hack the door controls, allowing access into the room. There are multiple ways into the lab, each with their own pro’s and cons, so exploration is key.

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The player can hack a door control panel from the vent below
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Then the player can enter through the unlocked door

Drink Up! 

Also, in case you missed it last week, Update Events will be hosting DrinkUp! at The Printworks in Manchester on the 9th October, so visit the Eventbrite page here to grab a ticket, meet game devs and see cool indie games!

That’s it for this week’s update! Thanks for checking out the game, more to follow next week!

Daedalus – SitRep #4

We’ve been working on a varied set of tasks this last week, with the main additions being vehicles, environment art assets, as well as improved menu/HUD, new AI behaviors and Split Screen Co-op.

Vehicles

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One new entity the player will be able to hack are vehicles. In the world of Daedalus most vehicles will be self driven, and as such can be hacked into and commandeered. This will prove to be a useful way of travelling large distances without attracting too much suspicion, or for creating diversions. We may also implement challenge modes that utilize these unconventional ways of using vehicles.

The gif above shows the basic cargo truck, but we aim to add an APC, buggy/4×4 and perhaps some special command vehicles over the course of the next few weeks.

New Assets

To help flesh out how the environment will look we’ve started to create basic whitebox meshes. These have helped to break up the box rooms we had earlier, although it’s very basic at the moment. Over the next few weeks we’ll have more detailed environments with new materials that should look very shiny. We’ve also swapped out some placeholder assets for slightly less placeholder-y assets, such as the mission collectables.


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HUD/Menu Improvements

Another area we’ve tried to improve the general presentation of the game is the HUD and menus. This is still all a long way from the finished thing but it serves to help us identify and hone the flow of the menus, as well as what information is lacking in the HUD at the moment.

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We will be aiming to add a threat indicator, speedometer and rangefinder/altitude meter to help the player navigate the 3D space efficiently, and also give them a helping hand as to where the may have been spotted from.

New AI Behavior

We’ve been working on fleshing out the AI, and to this end we’ve set up a basic system for investigating things that are out of place in the environment. For example, if a player knocked over a chair, even if no one has heard it a guard will realise it has moved and become suspicious.

In addition to this we’ve set up special waypoints for searching areas that are off the normal patrol route. This allows a level designer to place waypoints where they believe the player is most likely to hide,  and ensuring the AI does not randomly search a room looking for the player in odd places. It is also now possible to tag an object as “hideable”, meaning that a guard will prioritize that object in their search as it is easy to hide in/on/under.

Splitscreen Co-op

Whilst we had previously set up a competitive splitscreen mode, we now also have a co-operative splitscreen mode. This is simply a co-op variant of the time trial mode, in which both players work together to collect all the pickups in a level before a timer runs out (while remaining undetected).

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 Thanks for checking out the blog, more to follow next week on the 22nd!