Awakened Team

Click on the name to see what he/she's working on. (WIP blog)

Founders: 3D modelers:
Writers: Programmers:
  • Coen46 (No Link)
  • Mutt
  • CaptainRed
2D Artists: Sound Designer: Composer:
  • KiritoOmega97 (No Link)
Latest topics
» !!Migrating forum!! & Update - July 2015
by Tarazha Wed Aug 26, 2015 11:00 am

» SAO Suggestions
by Dante Emrys Sun Aug 09, 2015 9:10 am

» Introduce yourself here! :)
by DivineHope21 Sun Aug 09, 2015 4:22 am

» Owex's Creations
by DivineHope21 Sun Aug 09, 2015 4:04 am

» Noah Baker's Freelance Application/Specs
by Glavus Sun Aug 09, 2015 2:39 am


Joey's Corner

Page 2 of 3 Previous  1, 2, 3  Next

View previous topic View next topic Go down

20131212

Post 

Joey's Corner




I will post  WIPs as well as finished products here. If you are really interested, you can check out my old youtube here: http://youtube.com/user/ElementalMapping
My new youtube is here: https://www.youtube.com/channel/UC6dqBpb8i8CIRbvHENfNW5Q
The official Awakened Studio Youtube is here (Major Updates): https://www.youtube.com/channel/UCy_YUO18vMeL_Jf7jYoSzQA


2013:

11/28/13:

My Entire Workflow - Concept Sword



Thorn Blade



Herbert Willy JR. (To be named creature)



Heathcliff UV's and Textures (Note: model was not made by me, only very few minor changes in geometry to make texturing easier)



12/2/13:

The making of the Dracor Blade



Heathcliff Textures (NOTE: Meshes by Owex; I only made the UV map and textures)


Rare Item - 20+ Agility Stat Ring


Converted  into the CryENGINE3 (LEGACY! Now using Unity Engine!)


My CryTif Shortcut Program (LEGACY! Now using Unity Engine!)


12/6/13:

Not too much to show, did a lot of work on a blacksmith shop but it will be a bit longer before I have anything worth showing in that model.

However here is the next model in the dracor 'set', the dracor shield:

What is a better name? Dracor shield or Dracor Egg or Dragon's Egg
Let me know Very Happy


If you are wondering what I am doing code wise, nothing yet. Still working out some issues and doing planning with the team and my fellow programmer, Riku. Once we get started I'll be sure to keep you all updated!

12/9/13:

The viewarms rig I made
To devs, once it is 100 percent complete and tested Ill release the rig so other animators can use it so that all first person animations can be shared between weapons and different arms etc


12/12/13:

Been working my ass off on the battle system! Viewarms / Weapons can be switched and still use the same animation. Power is based off of attack stat and weapon power stat. Item drops, col drops,  and experience addition is now done when a monster is killed (the last hit player gets 1.5 times the exp and col). PS that monster is not finished yet, but I call it the Howler Bug. It is meant to be a low level monster.



12/15/13:

Started to implement the zoning system. I've already started to implement the ambient sound and monster spawning logic, but I will hold off on the player effects until later (It needs to be networked and until Riku and I talk about networking I can't start it). However, the basic framework for the player effects are there:


12/18/13:

Got a 64% on my semester exam, decided I would drown my sorrows in game development haha. Pretty much finished the ambient packages port from my old game, may need to touch up on it a bit later, and also implemented database scripts for ambient packages as well as for monsters. Zones have been improved (multiple shapes etc) and a basic (extremely basic right now) framework for the leveling system.



12/21/13:

Did some basic GUI Framework, with a decent result


Decided I would start with a model for a classic monster, the first enemy shown in the anime, equivilent to a slime, the Blue Boar  Twisted Evil 


Also the walk cycle for the howler bug. NOTE: Owex redid the UV projection for me, and is still working on finishing the texture, so its not 100% final yet Very Happy


Lastly, I improved the roaming logic for packs of monsters: They now have idle and active idle animations in the idle cycle, and the roaming is more randomized. However, monsters that are in a pack must roam in the same general direction for more realism.



12/28/13:

GUI, battle logic, pack logic, roaming logic, ambiance have all been improved
Animated textures have been added, as well as sounds for GUI and weapons (based on material match up).
Also weapon switching functionality added.


Blackwyrm Games Logo Animation (LEGACY! We are now Awakened Studios.)


My new Logo Animation (This may or may not be final, Owex is going to do his version and we will see what looks better)



2014:

1/1/14:

Happy New Years!


1/4/14:

Speed modeling a treasure chest:


UI Update:


1/5/14:



1/11/14:




1/18/14:

Character Creation System 1.0:


Starter Armor "Leather Chest Plate"





1/24/14:

Improved Doors, Chests, Character Customization, and more!


Also, I switched from Unity's build in character motor and input system and built my own. So far, the new character motor script has improved motion, physics, and gravity. Upgrades are sure to follow later!

Squashed a major UI bug, fixing hover sounds, button pressing, and list logic using my new UI debug system:


I wasn't sure if I've already shown this in a previos update, but I figured it would be a nice teaser anyways Razz


1/31/14:

This week features a few new GUI features I implemented:


2/7/14:

This week's update doesn't have any pretty graphics or anything, it is based soley on just programming. After we decided to do the networking in Photon, I've been buried up to my head in server code, but here are a few teasers to share:

Unity Client - Proxy Server Connection Handshake:


Testing 'game' scenarios:


Subserver Login establishing a connection with the master proxy server:


2/15/14:



2/22/14:



3/14/14:



3/29/14:



5/5/14:

Happy Cinco de Mayo!
Today I FINALLY get to showcase Physics 1.0 on the server, complete with collision (invisible floor for now) and player motion.


5/18/14:

A minor update so there is something to at least look at while I am working hard on server code.


6/3/14:



6/19/14:



6/30/14:



7/5/14:



7/11/14:



8/2/14:



8/9/14:



8/16/14:



8/20/14:



9/1/14:



9/13/14:



10/9/14:

Along with this quick time lapse, it's also notable that the entire handler and messaging system for the servers and client have been revised for improvements in accuracy, routing, and security.


10/22/14:



11/20/14:



11/28/14:



2015:

1-8-15:



1-29-15:

Just a quick teaser on what will soon be running on the servers Smile
Click here to see what I stare at to debug the servers!

2-12-15:



2-23-15:



3-23-15:

4-9-15:

5-21-15:




Last edited by Joeybbb on Thu May 21, 2015 4:55 pm; edited 52 times in total (Reason for editing : 5-21-15 Update)

Joeybbb
Admin

Posts : 327
Join date : 2013-12-12
Age : 18
Location : USA

View user profile http://joeyq-games.site50.net

Back to top Go down

- Similar topics
Share this post on: Excite BookmarksDiggRedditDel.icio.usGoogleLiveSlashdotNetscapeTechnoratiStumbleUponNewsvineFurlYahooSmarking

Joey's Corner :: Comments

Post on Sat Jun 07, 2014 2:04 pm by Owex

Alright, have fun! Very Happy

Back to top Go down

Post on Sat Jun 07, 2014 8:46 am by Joeybbb

On vacation, be back in a week!

Back to top Go down

Post on Tue Jun 03, 2014 1:16 pm by Joeybbb

OP Update, Motion and Physics are now working! Although both are still a WIP, at least now there is some sort of visual to go along with all these text updates.

Back to top Go down

Post on Sat May 31, 2014 1:44 pm by Joeybbb

Another quick, yet minor update:
The server code and client code concerning movement has been revised to allow for what is known as dead reckoning, or as we programmers like to call it- Client-side prediction for movement extrapolation. Basically the client expects a movement packet every tenth of a second if he/she is moving. If that packet times out (is not recieved) then the extrapolation code will kick in and attempt to continue moving in the same direction and speed as the last packet to predict (extrapolate) the current position until the server can catch up. This is important for handling lag on the client.

Back to top Go down

Post on Sun May 18, 2014 10:05 pm by Joeybbb

Well in SAO it wasn't random. For instance Kirito was given dual wielding because he was the player with the fastest reflexes. I was thinking of doing a similar thing (I can't say what my idea is, because I want to give all players a fair chance of getting a unique skill) but everything still needs to be discussed and finalized with the team. Just as a tip, spread your skills out, but don't be afraid to mainly train one or two specific skills as well!

Also, there are no races in SAO really (there is skin color but that doesn't affect skills in any way). So everything your player builds up as is based on player preference

Back to top Go down

Post on Sun May 18, 2014 9:51 pm by Sorey

I have a question what is going to happen with unique skills will they be randomly selected by race and stuff thus meaning anyone who chooses the same will have it too or will it be more along the lines of it is randomly given such as the way SAO did.

Back to top Go down

Post on Sun May 18, 2014 3:50 pm by Joeybbb

A minor update so there is something to at least look at while I am working hard on server code.

Also as a bonus: stat and position data is serialized and deserialized to and from the DB so the framework for that sort of character persistence is complete. Position data is totally complete to saving to the database, and the stats that are implemented so far are:
Level
Health Points
Move Speed

Move speed isn't done yet because it will be influenced by other effects, but the basis is there.

Back to top Go down

Post on Fri May 09, 2014 11:39 am by Micah

looking great as always!!

Back to top Go down

Post on Sun May 04, 2014 11:29 pm by Joeybbb

FINALLY! An OP Update!!! Very Happy

Back to top Go down

Post on Sat Apr 26, 2014 1:53 pm by Joeybbb

Just a quick update, the physics system now implements basic shapes for collision, as well as gravity and other fields of forces, just working on fine tuning some more things and hopefully motion will be integrated into the physics system soon.

Back to top Go down

Post on Tue Apr 01, 2014 10:46 am by Sorey

Micah wrote:hey guys uhh this question has been lingering around my head for quite awhile now, i have 8 gigs of internet a month, how much internet per hour will this game take up?

depends on how much bandwith you will use this is dependent on the distance of the server and your router.

Back to top Go down

Post on Sun Mar 30, 2014 5:36 pm by Esvald Forceswoop

Oh right I just thought you forgot it or something Wink

Back to top Go down

Post on Sun Mar 30, 2014 5:23 pm by Joeybbb

All the framework is done for the bar, I just havnt added the color lol. As simple as dragging a texture and setting a float to 0.5 haha other than that and a bug or two, only a few other sound effects I want to add and it should be done

Back to top Go down

Post on Sun Mar 30, 2014 5:21 pm by Esvald Forceswoop

Nice, but where is the yellow zone?

Back to top Go down

Post on Sun Mar 30, 2014 12:23 pm by -mutt

well done! Smile

everything is about to change  Cool 

Back to top Go down

Post on Sun Mar 30, 2014 11:12 am by Joeybbb

Thanks Ritvik

Micah, tbh it really depends on gameplay. An honest estimate can't be determined, especially this early in development. Other than that, I suppose you can look up stats of other MMOs for a rough estimate I suppose

Back to top Go down

Post on Sun Mar 30, 2014 9:51 am by Micah

hey guys uhh this question has been lingering around my head for quite awhile now, i have 8 gigs of internet a month, how much internet per hour will this game take up?

Back to top Go down

Post on Sat Mar 29, 2014 6:51 pm by Ritvik

Good work Joey, really really cool

Back to top Go down

Post on Sat Mar 29, 2014 3:29 pm by Joeybbb

It's been 2 weeks, soz; but OP Updated today!

Back to top Go down

Post on Sun Feb 16, 2014 8:51 pm by Owex

Ok, I'll wait to register myself ^^

Back to top Go down

Post on Sun Feb 16, 2014 5:18 pm by Joeybbb

The latest build is available in the usual place Wink However I still have the server and database running off my local IP when I develop/test. If you want to register etc, either wait for me to setup the server and databases from my public IP or I can register for you Smile

Back to top Go down

Post on Sun Feb 16, 2014 4:54 pm by Owex

It's exciting to see that part is "done", have you exported the build?

Back to top Go down

Post on Sat Feb 15, 2014 4:38 pm by Joeybbb

Thanks Smile and yeah I figured something was up, it's all good.

OP Updated Today! Very Happy

Back to top Go down

Post on Thu Jan 30, 2014 9:41 pm by Owex

It looks great Very Happy

(sorry, haven't been active lately, the past 3 weeks were really hard at school.. and it's not done yet. -__-)

Back to top Go down

Post on Thu Jan 30, 2014 9:39 pm by Joeybbb

Haha NOTE Awakened studios is not responsible for any harm caused by over excessive gamers :p

OP Updated Today!

Back to top Go down

Post  by Sponsored content

Back to top Go down

Page 2 of 3 Previous  1, 2, 3  Next

View previous topic View next topic Back to top


 
Permissions in this forum:
You cannot reply to topics in this forum