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A Change In Direction

I’ve got some news…good or bad, it really depends on your perspective I suppose. To be completely upfront about it, Infernal Dead will not continue in its current form. What do I mean by this? There are several factors involved.

I’m just out of juice. I’m out of motivation. I’m frustrated and I no longer believe in the lasting potential of the game in its current form. It’s been no secret that I’ve been fighting with this engine (UDK) for a long, LONG time and it has taken its toll. Several problems arose when I set out building Infernal Dead (then Daemonicon) in the way that I had envisioned it. As the days go by, I’m still fighting with this thing and new problems are uncovered the more I progress with this engine.

I had envisioned Infernal Dead to be somewhat non-linear and vast with room for exploration and several mechanics that would enhance the immersion. This includes having a day to night cycle with dynamic lighting which UDK is capable of…but just barely.

It gets technical so I’ll avoid ranting too much about what the UDK can and can’t do well but you really have to spend a lot of time working with these features, with your hands in its guts to really understand what I mean when I say that the UDK was simply not built to handle large, open playable environments. It is very, very difficult to have large environments with really good-looking dynamic lighting and shadows within an acceptable framerate. I don’t give a damn what anyone says, it was built with one type of game in mind and we all know what that is.

What I have so far is acceptable but only because of a ton of visual hackery and tricks. I’ve struggled for a long time, have little to show for it and I still can’t get the ‘look‘ that I want out of it. There is just no shaking that ‘Unreal‘ look. Fellow developers and gamers with a keen eye will know exactly what I’m talking about.

My next concern is time. How little of it we have but how much of it passes. Other responsibilities cut into development time but during development time, I spend most of it fighting with the engine! FUN! Since it seems that most of the effort is going into building UE4, the updates and improvements to the UE3/UDK engine have become sparse at best. I don’t think these issues will be resolved anytime soon.

I break down what I need to do and how much of it is left and I still have a long way to go. At this rate, it will be several years before I finish and that to me, is not acceptable this time around. I am not interested in recruiting a team with promises of royalties because I just don’t like how that system works. People need to eat, people need to pay bills and if they are to devote a large chunk of time to working on a project like this, they need to be compensated. The project is too wide in scope, too ambitious and without proper funding, it can’t be done in a timely manner.

Altering the way this game is played and presented will shave a ridiculous amount of time and work off. Maybe, just maybe, instead of waiting 3 or 4 years for this game, it might come down to much less.

This came as a result of many different events in my life and this decision was not made lightly. I spent a great deal of time soul-searching, prioritizing my goals in regards to this project and in regards to life and I think this is my only choice.

Infernal Dead is not abandoned, but will undergo a transformation. It will continue on but in another form as another type of game with the same art direction, the same assets and the same storyline. It will be a more entertaining game, will stick around longer and offer more replayabilty than its current form. Most important to me at this point, it is something which I can believe in.

Slight Hiccup

Hello everyone, I’m very sorry that there haven’t been any new postings on progress. The truth of the matter is that I have hit a slight snag in that the Programmer I contracted to do some work seems to have left me in the dust. At the moment, the only thing I will say is that I paid in advance for the work (I had some reasons for doing so, though it seems naive in hindsight) I will give this matter a little more time to resolve itself and if it doesn’t, I will make a full post about the entire situation in the near future.

Again, I wish I had some in-game things to show you right now but can’t because of this setback. I will keep you posted as the situation progresses.

Heading Into The Next Phase

Hello!

I’d like to start off this post by introducing ‘Sullivan‘, one of many characters that you’ll meet on your journey through the world of Infernal Dead. I won’t spoil too much about him right now but he will be there to offer some advice and insights in regards to the circumstances surrounding the Demonic presence in Acre. Now, whether or not you listen to him is up to you and will affect the outcome of the story.

Human - Sullivan

Just to let you know, I am now moving onto the next phase of development. The visual style has been established, the framework for lighting is done, master materials for all the different types of objects and surfaces in the game are complete and I now have a small portion of a level that I can run around in and use for playtesting. It is now time to start coding and implementing some of the base gameplay.

For the next little while, I will be working on:

– Importing Player, Monster and Weapon Models as well as some Animations

– Melee and Projectile Weapon function

– Inventory System

– Custom Character Building and Stats System

– AI and Navigation

Once I have those in place, I will begin fleshing out some other gameplay features until I have a basic, playable game that includes all the main mechanics functioning properly. I am hoping that this won’t take too long as I have a little more experience with implementing code now and have also found and will be bringing an experienced coder onboard to help me. I have looked forward to this phase for some time because I actually really enjoy coding (what little I know of it) and I find it quite satisfying and fun to do!

After that is done, I will be heading back into mapping and finishing off the rest of the levels that have been planned. I will keep everyone up-to-date as the features get implemented. Thanks for stopping by!

Laughlin Lake

Hello everybody! I’m back with the first official look at one of the in-game environments; Laughlin Lake. The map is covered with dense forest, rocky terrain and is sparsely populated with some key areas that include trailers, camp grounds and other smaller establishments which you’ll need to visit in order to rummage for supplies. It is also planned to include some wildlife that you’ll be able to hunt and wild edibles to gather, if your character has acquired the skill.

Map - Laughlin Lake 1Map - Laughlin Lake 2Map - Laughlin Lake 3

I’m focusing on more realistic visuals this time around and though the art style is still very similar to Out Of Hell, I’m going to avoid the exaggerated ‘grime and grunge’ look. Though grime really helps establish thatΒ lived in look, I’m opting to have it more subtle and natural this time around instead of caking it on everything!

There are plenty of neat things going on underneath the hood but the one I’m most proud of is the lighting. All lighting and shadow is fully dynamic and done in real-time. Due to the nature of the game, a fully dynamic day and night system was needed which does not really allow for the luxury of baked lighting, global illumination and shadowmaps. It was not easy to accomplish but I think that the effort was really worth it; it is enough for my needs! Here are some various dusk, dawn and day images:

Map - Laughlin Lake 4 Map - Laughlin Lake 5 Map - Laughlin Lake 6 Map - Laughlin Lake 15 Map - Laughlin Lake 16 Map - Laughlin Lake 17

There is no aggressive optimization yet as that is a pass that I will do much later when all the maps are almost complete but I do currently have LOD’s in place. UDK makes it ridiculously simple to generate LOD’s because of the inclusion of Simplygon (which is a huge time saver) so thanks for thinking of us, Epic!

I’m building these maps with the same computer I used to build Out Of Hell, so it is quite an old rig. Depending on where I look during various times of the day, I’ll get anywhere from 15-40 frames per second. During the night phase, the framerate shoots up to between 40-70, so all in all, it’s pretty good considering the amount of stuff happening onscreen. Here is a cycle through various times during the day:

Map - Laughlin Lake 7 Map - Laughlin Lake 8 Map - Laughlin Lake 9 Map - Laughlin Lake 10 Map - Laughlin Lake 11 Map - Laughlin Lake 12 Map - Laughlin Lake 13Map - Laughlin Lake 14

I hope you’ve enjoyed this update! I’ll be posting more screens as I go so come back often or subscribe to the mailing list!

A Conundrum 2

I’ve got to be totally honest, I’ve been fighting with this engine (UDK) for so long and I still just can’t get the ‘look’ that I want out of it. Problems are constantly cropping up and I spend so much time trying to find workarounds or unconventional visual hacks just to come close to what I need instead of, you know, working on the game.

The dynamic lighting system alone took me months to nail down to a semi-photo realistic look, although it still has its problems with shadowing due to engine constraints. I’m looking at some other options, perhaps CryEngine 3 as it seems to do a lot of the stuff I need right out of the box without resorting to visual hacks. But even then, Cryengine has its own setbacks with an ‘always signed in, always online‘ mode (which makes utterly no sense to me) and I’ve heard some things about Indie support (or lack thereof) and at the moment, non-transparent licensing terms that make me kind of nervous to jump ship. I’ve been looking at Unity as well and it’s a really nice engine with excellent support and licensing terms but it doesn’t seem like it has the horsepower to do a game like Infernal Dead. I could be wrong about that but I haven’t seen any evidence or Indie games that really blew me away (feel free to prove me wrong here guys)

Just a little more patience guys, I know you all understand and for that, thanks. πŸ™‚ If any of you have any insights, especially if it has to do with experiences with CryEngine SDK or Unity, it would be most appreciated. In the meantime, I will keep hammering away.

A Conundrum

Hello folks! I’ve been back from that short hiatus for about two weeks (was out of town) and have gotten right back to work but I had run into a problem.

Before I left, I had some scenery set up that was almost ready for the update. The only thing left to do was to lay down some roads which I had begun to build in a modular fashion. Fast forward a couple of weeks and I am back and resuming my modular road building. I then proceeded to take these road sections into the UDK. Turns out I didn’t anticipate what a pain that would be.

For a small suburban scene with relatively even roads, it poses no problem as all you have to do is lay the meshes down and continue duplicating them to expand your network. The problem for me, was that the current map that I am working on is set in more natural surroundings with a lot of rolling hills and valleys. A flat modular set of road meshes would not work as they need to conform organically to the environment.

So I went back and made more modular pieces that included more variations and tried laying them down. It turned out that it was a lot of work getting these sections to connect where they should in the Editor but the real pain came when I had to adjust the landscape in UDK to match the height and slope of the road network. This is all well and good for small scenes but not when you have a large environment (I did a test a few months ago and I think it took somewhere between 15-20 minutes of real time to run in a straight line from one end of the map to the other, so it is a very big environment)

So, I spent the last week and a half looking for other solutions and have tried out several methods to align my roads to the terrain with very little success. I’ve tried heightmap methods, road generators, several plugins, modeling techniques to conform meshes/splines and have even tried to use decals to lay road in the UDK Editor (UDK does not have any type of spline-based road laying tool, which is unfortunate as it would have alleviated these problems) but none of these methods produced the results that I needed and in some cases, created new problems.

I finally came up with a method to do this, oddly enough, while I was doing some vacuuming! I haven’t really seen this method used (maybe I haven’t looked hard enough) but it’s an interesting technique to model your terrain, have a road that conforms to the terrain and is set up in a way that makes UVing your road pretty easy. Now, it’s not the most elegant method nor is it really flexible when it comes to winding roads but at the moment, it does what I need and I can continue on with my mapping. Oh, and by the way this method saves me about 20+ frames in-game, so that’s always a plus!

I was thinking about making a tutorial on this soon (and perhaps create a tutorial section on this site) as it might save someone else some time if they’re struggling with a solution for a road network on large terrain.

I’m Still Around!

Hello fellow survivors!

I’ve spent all of my finances and the last month and a half stocking up on canned beans and hollowing out a large old oak tree to hide in preparation of the Sun exploding/Zombie Apocalypse/Robot Uprising on Dec. 21. Seeing as how none of that happened though, I’ve come back from the wilderness and will be working on Infernal Dead again!

(Actually, I’ve just been really busy with other matters and am trying to make an update before the New Year. If I cannot, I do apologize in advance and just to let you know I will be away for a short amount of time in January)

I want to wish everyone a happy and most importantly, safe Holiday season! Merry Christmas and Happy New Year!