Screenshot Saturday, 18 Feb 2012

The Vespers submission for Screenshot Saturday for February 11, 2012. Check out all of the indie screenshot submissions over at screenshotsaturday.com.

Vespers, Act I, showing the dormitory, with Lucca visible in Matteo's room.

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Screenshot Saturday, 11 Feb 2012

The Vespers submission for Screenshot Saturday for February 11, 2012. Check out all of the indie screenshot submissions over at screenshotsaturday.com.

Vespers, Act I, showing the monastery entrance doors and the highlighted alms box.

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The Completely Random 2012 Update

I’ve been working on Vespers such a long time now that I think people consider it part of who I am. And not so much in an inspirational or spiritual kind of way, more like a lingering-chronic-disease kind of way. So every now and then when I see friends, I get a few “Say, how’s your game?” questions, and while it’s nice to know that people still think about the game it really just sounds more like commiseration than anything else, kind of like ”Say, how’s your irritable bowel?”

Despite the lack of updates on this blog for some time, the game actually is progressing. Seriously, I’m not kidding. In fact, I’d say it’s progressing very well – better than at any point over the last few years. The reason, some of you may guess, is that I was finally able to find an animator who is willing and able to handle everything I throw at him. He’s so motivated, in fact, that I’m having a hard time keeping up with him. Right now I have a huge backlog of work getting all of his animation sequences exported and integrated into the game, which is a great problem to have. I’m flush with material and there’s enough to keep me going for quite some time.

The animator, as it turns out, is the same guy who has done all of the modeling and 2D work for the game and who currently has the title of Art Lead on the project, N.R. Bharathae. Animation isn’t something that he has done much of in the past, but he’s had a pretty good handle on it from the start, and the quality of his work is good even at this stage. There’s enough work still left to do on this project that it should give him a lot of practice and, in the end, a nice body of work to show off. Hopefully that will lead to more work for him in the future. In the meantime, I couldn’t be happier to have him – it’s been a long time since I’ve had such a steady and reliable influx of new material. (Note to the gods: this should not be taken as any form of jinx. Nothing to see here, move along.)

So where do things currently stand?

Vespers, as some of you know, plays out over three game days, and I’ve taken the additional step of dividing those days into Acts. So the game takes place over five Acts: Day 1 consists of Acts I and II, Day 2 consists of Acts III and IV, and Day 3 is the final Act V. A cutscene also marks the transition between each Act. Since my focus has largely been on just Day 1 to this point, we’re basically talking about Act I, the first cutscene, Act II, and the second cutscene. The end of Day 1 is basically what I’m targeting for the first beta release. (Technically, it should probably be an alpha, but I have no idea what I’m doing anyway, so who cares.)

As it stands right now, I have just about all of the material needed for Day 1. This qualifies as Excellent. All of the characters and their animations are done, including the two cutscenes, although a lot of it still needs to be exported into DSQ files and then set up in the game. Once in the game, it is likely that we’ll need to make a few adjustments here and there, but the mere fact that all of the material is sitting on my hard drive waiting to be implemented is quite exciting. Right now, N.R. is beginning work on the material for Day 2 (Act III), which is even more exciting, since I’m not sure if I ever truly expected to get past Day 1.

There is still the question of how to implement the PRAY command, however. In the text version of Vespers, PRAYing has an important impact on the game, and Jason did some creative things with it, particularly in the description of the effects on the player. I have a plan in mind to do something similar in this version that involves the use of Jeff Faust’s AFX code for Torque, but that’s not an easy system to digest. I’ll probably include some temporary placeholder effects taken directly from his sample code while I spend the time learning the system and developing all new effects that are more appropriate to the game.

The main problem I’m confronted with right now is expanding the game code beyond Act I. I didn’t do a lot of planning ahead when I first created the code structure for Vespers, partly because I didn’t really have a firm grasp on the way Torque requires its code to be structured. I also didn’t think much beyond Act I, anticipating that I would just figure it out when I eventually got there. Time to pay that debt, cowboy. It’s going to require a whole mess of restructuring, and how to do that isn’t completely clear yet. Admittedly, though, it’s a fun problem to finally tackle.

As for this blog, my goal is to do more to keep things updated here. Since my spare time is limited, and I’d rather use it to work on the game than to write, I’ll be focusing more on shorter entries. IndieCade once again is open for business, and I’d really like to have a work-in-progress submitted if possible, so time will definitely be tight. I have a few ideas for things to blog about, and I’ll try to contribute regularly now to Screenshot Saturday, just to keep me honest. More to come. We’ll see how it goes!

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Now We’re Getting Somewhere

Well, it certainly has been a while, hasn’t it?

It is fair to say that the general lack of activity on this blog has been directly related to the lack of significant progress on Vespers. While much of that has been due to the inconsiderate intrusion of Real Life on the development process over the past, oh, 18 months or so, a fair share of the stagnation was also due to an unfortunate combination of bad luck, shortsightedness, and an incredibly exasperating game engine.

I’ll conveniently ignore the former stuff, and expand just a bit on the latter.

Lucca and Constantin

An actual, honest-to-goodness screenshot of the cutscene. Seriously.

As I’ve discussed in earlier posts, most of what I’ve been focusing on since last fall (or so) has been the first cutscene, since the demo will be all of the action leading up to, and including, the first cutscene. Of course, in the original text version of Vespers there is no cutscene per se, but there is a short sequence of events that spans a few turns and which the player has no control over and cannot interrupt. So in a sense, it’s a scene playing out over three or four turns regardless of what the player tries to do, which is really not that different from a short cutscene. So that’s how I decided to implement it, despite all of the discussion on the interwebs over the past few years about how cutscenes are evil and kill puppies.

Rather than play a pre-rendered cutscene movie like some games, I wanted to have one rendered in-game, using the same character models used throughout the first Act, with some creative scene design, lighting, and camera manipulation thrown in. Not really a big problem conceptually, but reality doesn’t often play nice with concept, and this situation was no different.

Now, rather than bore you with the details of all that went wrong over the past six months or so, let’s just say that most of the issues could be traced back to three key things:

1. Some of the character models weren’t originally set up exactly as I needed them to be;
2. The animator used a separate copy of each character in order to make the cutscene animations; and
3. The Torque Game Engine is very fussy about a lot of things when it comes to playing animation sequences.

Basically, in Torque, you create a character model, rig it with a “skeleton,” and then create animation sequences for that skeleton. Different models can use the same skeleton, and any animation sequences developed for the skeleton will work with any model that uses that skeleton. The only requirement is that the skeleton must be constructed precisely the same way, down to the very last tiny little detail, for an animation sequence to work with it. Generally speaking, this is not a problem. But along came #2 above, and with it came some minor but undetected changes to skeletal structures that couldn’t possibly get past #3 above. Some of these were easily correctable, some not so much. Extra time, workarounds, and so on, you get the picture.

Ignatius and Drogo

There isn't a video of this anywhere...is there?

In the midst of this came the realization of #1 above, and the need to fix some of these seemingly minor but ultimately important model structure issues. But naturally, making changes to model and skeletal structures led me once again into the endless pit that is #3 above. So not only would I have to update and recreate the models and animations for the cutscene, but the same would apply to all of the animations for these characters for Act I. It became like a revolving door, round and round from the cutscene to Act I and back again.

With the additional constraints of time and life on top of everything else, it began to feel like I was on a Road to Nowhere at times.

Fortunately, I was able to find a few great people to help, people who know a lot more than I do about the baffling intersection between modeling, animation, and the Torque Engine. With a little persistence, a great deal of assistance, and a whole slew of questionable workarounds, I was finally able to push through it. And now we have a cutscene.

It still lacks a background musical score, which I’m in the process of working on, so overall it seems strangely quiet. But it’s all there, it’s all coded, and it runs smoothly from start to finish with all the right camera shots, pans, and sound effects. I’m quite relieved.

Now all I have to do is go back and re-export a whole mess of Act I animations…again.

 

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All’s Well That Ends Well?

Some encouraging news, for a change.

My last post, back in November (really?), discussed how the parent company behind the Torque Game Engine, the engine I’m using for Vespers, was shutting down the portion of the company responsible for engine development. I think a lot of people saw that coming. The original company, GarageGames, was a small, friendly, down-to-earth group of people that had a passion for helping other people make games, and it helped them build a strong game engine and a large, fairly devoted community. The employees spent a good deal of time on the forums interacting with the customers and developers, and this created a nice connection that a lot of people appreciated. Then things started changing. They expanded their product line, perhaps a bit too fast and a bit too wide, and ended up stretching themselves too thin. They changed their name from friendly GarageGames to the slightly weird and distinctly unfriendly TorquePowered. Focus began to shift to online gaming, away from their core of PC/Mac development. One by one, many of the original employees resigned to join other companies or pursue other opportunities. They were bought out by IAC, a large corporation, and while they tried to spin it to their advantage, there was no overcoming the sense that they had sold out. When they moved from cozy Eugene, Oregon to vapid Las Vegas, the transformation of the original company appeared to be complete.

It was a sad day when it was announced that the parent company overseeing Torque was shutting down its operations, but to be honest I think most people had already been saddened for some time by what appeared to be the prolonged and inevitable death of GarageGames.

Importantly, though, those of us who were still in the process of developing games with Torque engines – and who cringe at the prospect of porting to a new game engine – had to patiently wait to see what would happen to the Torque product line, and how it would affect licensing issues. (Of course, that would only be important to people who actually release finished games, so just pretend for now that it was of great concern to me.)

So with yesterday came the announcement of the rebirth of GarageGames. The company and the product line is now a subsidiary of Graham Software Development, and the decision was made to relaunch the company under their original name and with a commitment to return to its “indie roots.” There is a renewed focus on the community, perhaps Torque’s strongest asset, and a desire to make the Torque products more stable, more intuitive, and better documented. They’re reducing their product line so that they can focus on fewer engines, and dropping the prices on all of their engines to $99 to celebrate.

This is all good news, of course, and it is comforting to know that licensing is no longer a concern. It’s also good to know that I won’t have to update the “GarageGames” logo on my splash screen, which I thankfully never updated to “TorquePowered”.

Still, I’ll view these events cautiously. GG is saying the right things, and I like that the focus is back on the community. That would be a wise move. But it’s not like we haven’t heard much of this before; better documentation has been an issue with Torque products for years, and has been promised many times. There is still the fact that many of the original GG guys have moved on to other pursuits, and they’re not only still in Vegas, they’re moving into an even larger office building. Their image has taken a multitude of hits over the past few years, and it will take some work to repair that.

But they do have two big advantages in their product line and their large community, and full access to the source code at such a low entry price is very good. It’s good to see GG back and on what appears to be the right track. We’ll have to see where they take it this time.

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