Sep 27, 2018

Dev Journal 01 (9/20/18) The Horror... The Horror!

But enough talk, have at you!

We've been doing preliminary research and establishing our characters and world for a while, but this project isn't going to do itself. We need to make headway into this thing, so let's get modeling. Who will be our first subject? Given we only have time for one character, let's get the titular guy, the Temp Work Mercenary himself, The Horror!
What a looker.

The Horror is an alien being with shapeshifting capabilities, trying his best to get by in the Martian Colony of Neornot as a Temp Worker. When Ulon Iskill, a clumsy mercenary with Phantom Mercenary Company crashes his ship through Horror's apartment, he finds both a new reason he desperately needs some good pay, and a risky opportunity to make that pay as a bounty hunter. He's not combat-trained, but plans to learn quickly in order to survive, using his flexible limbs innate body manipulation to give him an edge in battle.

Inspirations: Late 20th Century Pop Art, Vaporwave, Dhalsim (Street Fighter II), The Warden (Superjail)

For this first dev journal, we've got to start somewhere, and with a design handy, I've jumped straight into Maya to make a base, maybe placeholder model depending on if I have time later on to refine his design.

Every model begins with a single cube... I mean usually. Maybe you like spheres, you crazy.

Give it a bunch of extrusions, some fine-tuning, lots of merging vertices and mirroring and viola!

We have a base humanoid model. When you're at the helm, you can give your character as many fingers as you want! Either way, this is a decent start, but he needs some distinguishing features otherwise he's just a bald, big-chin guy. Let's add some accessories: Hair, shades, and a weapon to battle his bounties with!
Alrighty, this is a start. Chances are very high I'm going to go back and improve several parts of this, but for the time being it's serviceable. Next we'll work on UV mapping and texturing.

Character Bios for Temp Work Mercenary (Working Title)

Arguably the most important and first thing to develop for a Fighter, you want a diverse cast of personalities for the fundamental variety in playstyles, but also for a diverse cast of choices to help new players pick up a character with an appealing visual design or personality.
I've had a pool of characters and some minor worldbuilding for a few years, some which have been developed further than others but none of which I've pushed further than conceptual stages. I feel that this project is a great place to implement them to combine my current interests and personal style into a sort of dream project for myself, at least as a prototype. Some have pixel art, others are nothing more than text descriptions but I plan to develop at least a few of them into animated, mechanically functional 3D models.
The Horror - The main character of Temp Work Mercenary, The Horror is a blue-skinned, gaudily dressed mercenary from an obscure pocket dimension inhabited by shapeshifters. He is characterized by his optimistic grin, rose-tinted shades and gaudy poncho, as well as a strange obsession with all things antique, especially from the 20th and 21st century.
Ish Tarkous – A veteran mercenary, high in the ranks with only three years of missions under her belt, she is characterized by a hyperaggressive attitude that aids her in combat. Her greatest pride is a collection of Pulse and Plasma Rifles of different makes and customizations, which she maintains and selects from depending on the parameters of the mission. She also pilots a shell ship known as the Venus Comb, an agile combat-ready ship often used for high-speed chases.
Ulon Iskill – A clueless member of an extraordinarily rare, almost infinitely resilient species, Iskill is unfortunately prone to deadly circumstances, yet due to advanced regeneration on a cellular level, is impossible to kill, at least not permanently. Wholly unimpressive as a mercenary, he is often hired for minimal pay as a "Coalmine Canary" who runs in to trigger traps and gauge security at a mission location.
Belb Loomy – A young Jellian woman, Belb is not a mercenary herself but finds herself drawn to their escapades in her profession as an eyewitness reporter. Secretly she's just looking to eventually get her own start by inheriting a merc's belongings should he/she die on the job. Deceptively innocent, Belb is fueled by her desire to become one of the big-shots of the Outer Colonies.
Pasho - Distinguished bartender of Ghost’s TexMex Bar & Grill, he’s an old man of few words, but rumor has it that long ago when he still lived on Earth, he competed in the 2084 AMMA (Actually Mixed Martial Arts) fighting championships, bringing his unorthodox Drunken Boxing style to the ring. Not only does he serve drinks, he also serves as the restaurant’s security, and quickly resolves any disturbance to the peace of the establishment, with flying fists if need be.
Neornot City Police Department/Martian Colony Guardian Forces - Cyclopic sentinels, the NCPD are intent on keeping the peace, no matter the cost. Given the rogues' gallery they're tasked with stopping from wreaking havoc in the city, they generally cause more collateral damage than good in stopping the city's criminals. Though their ranks are numerous, the most commonly dispatched team consists of clumsy rookies, who tend to trip over one another while trying to coordinate.
Lackadaisical Dapris - A carefree alien creature native to Mars who is sometimes seen hopping about the city outskirts. Dapris is something of an unofficial mascot for Neornot City, bounding ever-forward with untamed curiosity. Dapris is prone to mischief and enjoys playing pranks on the colony's inhabitants, sometimes with unintentionally dangerous results. The NCPD are hellbent on capturing Dapris despite his celebrity status among the city's inhabitants.
Imp Gail - Well-tuned to the going ons on the city underworld, not for any ulterior motive or criminal intent, but just because she prides herself in knowing where to find the best night life spots. You can often find Gail in a foggy, bass-boosted rave, and she's always ready for a dance-off against challengers, especially who would crash the party, like the NCPD and Phantom Merc. Co. bounty hunters. Unsurprisingly, she is a practitioner of Capoeira-style martial arts, blending dance-like rhythm with quick offensive strikes.
Zarephath: Worshipped by some as a goddess, Zarephath is a celestial being long-separated from her kind. In learning of the multitude of species inhabiting Neornot City, she decided to settle down and learn of this universe and its people. She abhors senseless violence, and uses her numerous tentacles to ensnare aggressive beings and if they do not stand down, toss them about until incapacitated. By nature, she is able to call forth the arcane arts to help protect her and her worshippers.
Characters are fine and good but you also want some settings to place the action in. For that purpose I've tied some stage selections to a few key characters based on where they might be found in Neornot City. More to come but this is a decent starting selection.
The Horror’s Stage: Horror’s Apartment – A humble man’s home, The Horror makes his living in a quaint space until the day Ulon crash-lands right into Horror’s apartment. It’s difficult to separate the antique junk laying around from the debris left in the wake of Ulon’s ship. The cityscape can be seen through the windows in the background.
Ish’s Stage: Hunter’s Haven – Ish’s favorite store in all of Neornot, this mercenary hotspot provides a wide selection of strange and powerful weapons from the galaxy over. The owner prefers clients don’t start fights, with some of these colorful personalities they'd rather not get involved. Just don't steal anything!
Ulon’s Stage: Pacho’s Earth Antique Store – One shared hobby of Horror and Ulon is picking up strange antiques from the planet Earth, old forms of media like MP3 Players, Smart Phones and Film Laserdiscs. No better place in Neornot curates these 20th and 21st century oddities than Pacho’s Antique Store. The older brother to Pasho the bartender, Pacho has collected interesting pieces in his travels to and from Earth for decades and hosts them in his shop.
Pasho’s Stage: Ghost’s ‘Out of this World’ TexMex Grill – The main trios' traditional meeting spot, food is cheap and reasonably tasty and the booths are comfy as all get-out! Basically Space Chili’s. Logo is a Ghostly Pepper with text complementing the color palette of the Ghost Pepper.
Imp Gail’s Stage: City Underground Rave Stage – Challenge Gail to a duel at the center of the dance floor, this party heats up as two combatants exchange blows to pumping beats and pulsing lights.

Mind Maps & More

As suggested, I put some additional consideration for what we'll be doing for the remainder of the semester, where I stand now skill-wise and what I'm hoping to achieve by the end of the year when I graduate.
Speaking with Professor Sanders, I think that as great as working hands-on with a team would be for this course, I still have further to develop in my own respect. It will be wiser for me to concentrate on just one aspect of this project, at the very least for this first semester, and develop it further into the Spring course. What I'm considering, as I've laid out using Bubbl.us (mind map linked below) is that it may be smarter to work with the same concept of working on a fighting game, but only in the pipeline of art asset creation, not an actual prototype with interactive functionality, but making enough quality animation to have a mockup showcase of the character's attacks by the end of the semester. I would pool my time and resources into creating models, rigging and animating them with a variety of standard animations expected in a fighting game (attacks, blocking, wincing from damage, super moves). From there, my presentation may take form as a cinematic intro sequence as a sort of showcase for the worldbuilding and character designs intended for the game should it ever become a full-fledged project, alongside the aforementioned mockup collecting all the animations I'll have worked on over the semester. Essentially a good basis to hook viewers and interest developers either seeing me as a potential hire or as someone to collaborate with in a small-scale development company to create a full-on interactive project in the future. I've laid out my considerations, interests and ideas for both team-based and individual projects below.

https://bubbl.us/9281172
Not quite satisfied just creating the mindmap above, I also wanted to let my ideas flow a little more freely specifically on the topic of fighting games, with my understanding of existing samples and tropes of the genre transitioning into my vision for what would be my own dream fighting game I'd actually like to make. It's a lot of content but the general gist is a sci-fi/cyberpunk fighter with a cast of brightly pastel-colored characters contrasting a dark dystopic future that would occupy the stage backgrounds. Some character examples include reporter Belb Loomy, a zoning/trap character who lays down tangled cords, camera flash devices and drones to 'capture' her opponent and smack them with heavy recording equipment for damage, and The Horror, a bumbling mercenary who uses a unique resource meter to lengthen his attack range in addition to providing an accessible all-rounder playstyle with good short and long-range attack options.

https://bubbl.us/9281172
In short, I've been making appropriate changes to the project to best suit my situation. I have a solid groundwork to begin work on, and by the end of the semester I hope to have a few of these characters fleshed out, modeled, and animated to be used in cinematic intro sequences and mock-up fight scenes using animation techniques I would expect to use for a real fighting game project not only for visual clarity but mechanic functionality and snappy player feedback.

Preliminary Fighting Game Design Observations, Research & Resources

Tackling a Fighting Game as a student project is a hefty undertaking, coming with many advantages such as heavier focus on individual character models, meaning more development time that can be dedicated to character design and variety, but just as many challenges in terms of the sheer amount of assets required for a single character to be considered functional.


Taking a look at game devs who have broken down the costs tied to making a high quality fighting game will show the costs that go into just one character's art assets alone can be quite high, checking out 1:03 of this video from popular indie fighter Skullgirls' crowdfunded campaign to expand its roster, they breakdown the costs for developing a single character, from audio and programming to the grueling process of drawing thousands of frames of animation by hand.




For this reason, my scope for the project may very well be limited to 1-2 characters, providing just enough to make a functional mockup of my animated character in action using animations that could potentially be brought over to Unity and used to create a prototype fighter (though I will not be focusing on that aspect of the project during this semester. To my advantage, I don't yet need to consider many of the costs related to normal industry game development, this project will serve as part of my education. Also to my advantage, it may surprise some that 3D modeling for a fighting game is very possibly a less intensive process than that of 2D sprites or hand-drawn graphics. A 3D model need be made only once, rigged, and from there can be animated without much complication. Rigged skeletons for character models can even be reused by characters with similar stature without complication, so I have several shortcuts by nature of my approach.

Article on advantages of 2D vs. 3D for Fighting Games: https://indiewatch.net/2017/04/11/wanna-make-fighting-game-practical-guide-beginners-part/

Nonetheless, fighting game characters and the consideration of building their movesets around mechanical functionality are amongst the most technical possible forays into art-oriented game development. Hitboxes, frame data, strategic applications and more are all ingrained in how a fighter will animate, how fast or slow, what their posture is, the purpose of the move they're doing. It takes a deeper, under-the-hood understanding of existing fighting games. In this case, high level play of the genre actually does informs good game design, and vice versa, as experienced players are intimately aware of the safeness of attacks based on their frame data, hitbox properties and other advantages that might not be immediately obvious for a beginner.


For demonstration purposes, this video covers aspects of animating a fighting game character.




There's so much more to discuss in terms of designing a fighing game around unique systems to set it apart from the rest, implementation character archetypes and hybrids of those archetypes, taking measures to increase accessibility for what is normally considered a genre with one of the higher bars of entry to begin understanding and playing (tutorials, alternate control schemes, etc.) and the dreaded balancing act and pitfall of creating frenetic, fun combat without edging too far into overpoweringly strong characters and infinite combo territory. I'll leave it at this and say that for those who are interested, there's a bevy of fighting games out there, all with their own systems to learn and appreciate. You don't have to be an expert player to understand good design, and the more deeply you understand the genre, the easier it is to begin to see why it is so popular among competitive gaming communities, and start to enjoy them yourself!

Enter Thesis - It Has Begun!

Welcome to Fighting Through Thesis, my blog site for Prof. Sanders' IMM 498 section. As per the namesake, my preliminary aspiration for this semester is to create a proof of concept or early playable prototype for a traditional 2D fighting game using 3D assets in the Unity game development engine.
The goal of this website is to provide a running documentation of our progress over the course of the semester, as a spot to collect related resources to assist in research and troubleshooting for our own project, and especially to provide trackable developments from week to week with our proof of concept and early prototypes as aspects are added and refined.
To begin with a little perspective on myself, I've spent the last handful of years in and out of the Interactive Multimedia major on my way through college, focusing particularly on the field of 3D art and animation. My strengths lie in rigging and animation using Autodesk Maya, but I am willing to wear many different hats and am happy to dabble especially in character design, modeling and writing, but also to a lesser degree in the audio and scripting aspects of a project. Several samples of my previous work in 3D and other mediums can be viewed on my Carbonmade portfolio here:
https://cguest14.carbonmade.com/
Additionally, I have several videos from previous game development-related course projects available for viewing on Youtube, such as this example and several more linked below:


Portal Particle Effect Test - https://www.youtube.com/watch?v=TT6CRi6FYAE Shoot 'Em Up Particle Effect Test - https://www.youtube.com/watch?v=kNiFwRNV3Fc Intermediate Game Dev Project Final - https://www.youtube.com/watch?v=ipTF921cyYg Abstract Unity Experimentation - https://www.youtube.com/watch?v=dY61GLE1Rcs Computer Animation I Final - https://www.youtube.com/watch?v=n6rkPoMecXw Computer Animation II Final - https://www.youtube.com/watch?v=UwXULIHCpC0



Hope you enjoyed these samples, looking forward to working on this project and making more neat stuff!