Showing posts with label Death Zone Zero. Show all posts
Showing posts with label Death Zone Zero. Show all posts

Sunday, August 8, 2010

Death Zone Zero: Sign 3d Model

Here's some artwork to help fill the lack of posts lately.


Its an old 3d model I plan on using for Death Zone Zero, perhaps I'll animate the sign swaying back and forth a little.

Made in Blender and textured in GIMP.

Tuesday, July 20, 2010

Death Zone Zero: Minor Update: Zone Lobby Gui

One thing I really hate about Unity is the lack of better GUI functions, something that would make use of the Model-View-Controller pattern, because right now, almost everything is done in code.

It took me quite a while to code a popup menu (aka context menu/right-click menu).

Tuesday, July 13, 2010

Using a CMS

So I thought of what I should use when the time comes to set up the website for Death Zone Zero.

I can roll my own hardcoded PHP web pages like I always used to, but this time I thought of trying out a CMS.

Firstly I needed a CMS that can provide a community forum plus a community wiki, besides having the ability to let users create accounts for the game itself, and be able to display static content, news, and perhaps blogs.

I also need the CMS to be fully themeable, as I want a custom look for the game's website.

I saw Tiki Wiki CMS Groupware and thought it provided just what I needed. So I started trying it out on my local computer.

Unfortunately I encountered a bug during the installation detailed here.

The workaround was to downgrade my PHP installation from 5.3 to 5.2 but it makes PhpMyAdmin crash the Apache HTTP Server. I ignored that and tried to continue the Tiki Wiki installation. I almost got it completed when it spewed out an error:
Fatal error: Uncaught exception 'Exception' with message 'DateTime::__construct() [datetime.--construct]
So I had enough and decided on trying a different CMS.

I saw Drupal, which a couple of guys on /g/ recommended, so I'm currently looking into that. It has modules (plug-ins) to enable a forum and wiki, and even the ability to use Facebook Connect and OpenID, so its a good thing for me.

Unfortunately it also has a problem with PHP 5.3, giving out errors:
Deprecated: Function ereg() is deprecated in Drupal\includes\file.inc on line 926

Warning: Cannot modify header information - headers already sent by (output started at Drupal\includes\file.inc:926) in Drupal\includes\install.inc on line 618

I guess I'll just wait for a fix.

Death Zone Zero: Update: Zone Lobby

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Players can now log-in to the zone lobby. This acts as a lobby area where players can meet up, chat, and challenge each other. So far you can only chat and move your avatar though.

Friday, July 2, 2010

Death Zone Zero: Update: Client Server Network



Here's a more complete test PVP match showcasing the abilities of all the units made so far.

Monday, June 21, 2010

Death Zone Zero: Update: Client Server Network



So here the client/server network is being shown, you can select units, move them, and attack them, and it all happens on the network.

Thursday, June 17, 2010

The Anomalous Underdog "Offices"

Ever wondered what the place where I work looks like? No? I'll show it anyway.

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Taking a lunch break here.

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Working on Death Zone Zero.

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Its a bedroom office.

Monday, June 14, 2010

Death Zone Zero: Minor Update: Client Server Network

The Battle Server is slowly starting to take shape. Players can log-in, get their unit data from the database, and load units on the battlefield. Can't control them yet though. But with the work I've done in the single player demo, the template is there. I just need to add the multiplayer network part to it.

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One thing I don't like about Unity is the lack of better serialized data transmissions across the network. I made a formal request about it here: http://feedback.unity3d.com/forums/15792-unity/suggestions/824649-better-network-serialize-commands
Oftentimes I need to send a bulk of data to the client to initialize his data. I have 2 options for doing this: RPC (Remote Procedural Call) or a OnSerializeNetworkView function.
The problem with using an RPC is you pass the data using arguments. My data includes arrays of classes so using an RPC is problematic.
I can use instead a OnSerializeNetworkView function and serialize the data into a stream. The problem with the current OnSerializeNetworkView function is you can't control when exactly it gets called. OnSerializeNetworkView is meant to be called continuously, and has to be attached to a certain Network View.
I need a Serialize function that would get called only when I tell it to, much like an RPC.
Having worked with the Torque Game Engine, Torque has what they call a NetEvent, basically a one-shot serialized data transmission from/to Server and Client.
This is perfect for initializing the Client with data, or when the Client needs to submit a list of information to the Server (like when buying/selling multiple items from/to a shop).
And please, if this gets implemented, please make it available to the Unity free version.
My guess is allowing a BitStream to be a valid argument to pass in an RPC is the most straightforward way to do this.
Right now I'm faking serialization by turning my data into one long string and sending that to the client. This, I guess, takes up a lot of bandwidth since strings in Mono are 16-bit each character because of Unicode support.

That's ok, I tell myself. Just imagine the client is loading a web page. Heck, maybe even the average web page is larger than what I'm transmitting. And I'm not sending it every loop or something; its for initializing client data, so a one-time, large bulk of data transmission is quite allowable.

It makes me miss my days when coding in Torque Game Engine. You can squeeze all the bits of data you want as small as possible there. They have their own version of the BitStream: Like a normal stream you serialize your data, but the special thing is the compactness of the serialization. Transmitting a boolean requires only one bit, strings can be compressed to save space, and you can specify by how much bits an integer or float is going to take when serialized into the stream.

For example, say you have an integer variable health, which in your game goes only in the range 0 to 100. You can then specify the health variable to be serialized to only 7 bits (essentially creating a 7 bit integer, which goes in the range 0-127), since its value goes only up to 100. You saved 25 bits, assuming it was a 32-bit integer, a whopping 78% of the original size.

They even have what they call a StringTableEntry. Basically used for strings that get sent over the network frequently, like usernames or preset error messages. What happens is the first time its sent, it gets sent as a normal string, but the next time, it gets sent only by a reference ID number to save bandwidth.

Friday, June 11, 2010

Death Zone Zero: Minor Update: Client Server Network

I got a rudimentary Client/Server network up and running with a chat system. Code based from the network tutorial given by M2H (http://www.M2H.nl).

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Saturday, May 29, 2010

Death Zone Zero: Minor Update: Creating High-poly Version of the Rifleman

So I decided to give up trying to use Sculptris. I guess I'm not good with 3d sculpting programs. I'm modeling the high poly version of the Rifleman in plain old Blender instead.

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Thursday, May 27, 2010

Death Zone Zero: Minor Update: Creating High-poly Version of the Rifleman

Curses! What monstrosity is this? I can't work this thing! This will take me a long time before I get used to it.

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Death Zone Zero: Minor Update: Rifleman 3d Model Test

I'm working on the graphics right now, after having coding in 5 different units for the game.

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Thursday, May 20, 2010

Death Zone Zero: Minor Update: Doc's Support Ability "Steroids"

The Doc now has his support ability, Steroids, which, I've said before, raises the attack damage of a friendly organic unit, but damages that unit as a side-effect. The effect lasts for 2 turns and you can stack it.

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As usual, the work-in-progress, playable demo is available at http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html

Weird thing is he can raise damage of a unit even though the guy uses a gun to attack. Then again, the Marine of Starcraft also uses a similar idea with their Stimpack ability, and they use guns too.

Tuesday, May 18, 2010

Death Zone Zero: Update: New Unit "Doc"

The Doc is your post-apocalyptic healing unit. He can heal a large amount of health to one organic ally unit. The problem is he has no combat training so he can't attack.

Still to come: The Doc's support ability, Steroids, which enhances an organic ally unit's attack damage but damages that unit itself as a side-effect.

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Thursday, May 13, 2010

Death Zone Zero: Update: New Unit "Gunslinger"

The Gunslinger is like your standard ranged-attack unit, except that he really shines in indoor maps where there are lots of walls, because his shots ricochet off them. This also means you can attack units hiding behind cover, while being behind cover, provided you can find an angle that allows you to do so.

Again, I'm still using the placeholder 3d model, so they all look alike right now.

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As usual, the work-in-progress, playable demo is available at http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html

I made some dummy walls in order to demonstrate the Gunslinger's ricochet ability.

Monday, May 10, 2010

Death Zone Zero: Minor Update: Bullet Ricochet Test

In this post I show a work-in-progress of the Gunslinger unit's special ability to make his shots ricochet off walls. Its kinda like in billiards games where you see the potential trajectory your ball will make before you make a shot.



I got my inspiration for this from Metal Gear Solid 1 where you fight Revolver Ocelot and his bullet shots would ricochet off the walls.

Thursday, May 6, 2010

Death Zone Zero: More Concept Art

Here's an update on the Rifleman concept art, together with the female version.

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I'm not sure if I made the female version look "post-apocalyptic" enough. Maybe I'll redo it sometime.

Wednesday, May 5, 2010

Death Zone Zero: Update: New Unit "Cannoneer"

New in this update is the Cannoneer, a mobile artillery unit with a devastating, far-reaching attack. The only problem is the projectile takes a long time to get there; when the Cannoneer attacks, his shot only arrives at the target at the next turn, giving enemies a chance to run and take cover from his attack.

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http://anomalousunderdog.herobo.com/Unity/DZZPrototype.html

Note that I don't have a 3d model for the Cannoneer yet— heck, I still don't have concept art for him yet, so I'm still using the placeholder 3d model of the Rifleman.

Monday, May 3, 2010

Death Zone Zero: Rifleman Concept Art

So I decided to take a break from programming and do some concept art.

The Rifleman 3d model I'm using right now is in fact just placeholder art. Its not the real Rifleman that I'll be using in the final version of the game. So me and my buddies made some concept art for the new Rifleman.

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This one is made by Ryan Sumo. Here's his blog and portfolio.



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This one I made myself. I'm heavily influenced by art from STALKER.