Development Progress for 'Just Death' ...

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Development Progress for 'Just Death' ...

In this thread I'll be posting updates on a small/quick project I'm making called 'Just Death' ...

...

You awaken, the city smells like scum. Somebody has to clean it up.

Nothing left. Just Death.

www.JustDeath.com

Just Death is my take on the Vigilante genre. The game takes place within a small area of a procedurally generated city. You must rid the streets of thugs and scum using your antihero. I plan on releasing it as a early-access / pre-alpha build for sale early into development. The game is also centered around a Virtual Reality experience [ DK1 and DK2 of Oculus Rift among others ].

I'll probably add zombies and tanks too, whatever you guys want :-)

Coming soon....

- Dan
www.RadioactiveSoftware.com
dgreen@radioactive-software.com

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Weapons of 'Just Death' ...

P22 Pistol

G36C Rifle

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Car Physics Pileup Test - 4/10/2014

This is running 100% on the 'Killing Horizon' engine - stripped out all non-essential things, and built a shared code base - in the process made the game/engine super moddable!! This new game 'Just Death' is being built as a "mod" for Killing Horizon, the first time I've worked on two games at once using a SHARED code base! Super awesome stuff, and the first real big step to abstracting my engine.

[ Ignore environment / terrain / sky - in these images ]


More coming soon - obviously this game will be set in a procedurally generated city...

Stay tuned ... This game will be ready for first release in a week or two...

- Dan

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Road Network Test - 4/14/2014

Testing the road network, and the ability to detect intersections, etc. Bunch of splines make up the road network, I detect their intersections upon load.

Green represents intersection, red is road, white are road control points. As before, ignore the terrain/skybox...



Next up is procedural building generation, and placement of street props. Also different types of roads.

Plus obviously rendering the intersection's geometry...

Game should be ready for it's first release in a week or so...

- Dan

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Building Rendering WIP - 4/14/2014

Got the first test buildings into the game ... As before, ignore the terrain/skybox...



- Dan

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GPU instanced buildings on spline network WIP - 4/16/2014

'Just Death' GPU instanced buildings on spline network WIP ...

See below images, these buildings are placed based on an arbitrary spline network... obviously the lot size will change and be varied, and there will be many types of buildings [ or the buildings will be procedurally generated ].




- Dan

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The Grass is green...

Finally got around to tinting the grass/terrain green...among other improvements :-)

- Dan

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Specular lighting term added to city.

The visual style is starting to take shape... lots of post processing effects and other visual things being "switched on" in the engine.

The cities are going to me small-ish in this game, around 1200-1600 buildings. The engine supports millions of buildings per scene via GPU instancing.


- Dan

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Made progress on the procedural building placement

Hey guys,

Just made some progress on the procedural building placement, also adjusted some elements of the lighting equation, specifically making the terrain's shadowed region's ambient value higher.


- Dan

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Hey guys,

Hey guys,

I made more progress on the road rendering - now I have larger roads plus sidewalks! I created a rendering system which allows me to extrude an arbitrary road 'segment' along the path of the road spline, this allows me to author detailed sections of roads!

More coming soon!

- Dan

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I now have streetlights in

I now have streetlights in the game, I can place any kind of street furniture/props along the road spline.

See this screenshot comparing the city/streetlight rendering at day/night ...

- Dan

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Just Death on the Oculus Rift ...

I really plan on making this a Virtual Reality centric game, so here are a few screenshots of the game working on the Oculus VR Dev Kit 1. 1280x800 resolution. The DK2 [ Dev Kit 2 ] has higher resolution and tracking capabilities. They are shipping out the DK2s in July - I'll have the latest Oculus SDK 0.3.1 integrated by then. They did a total re-write of the interface - I put a decent amount of time and effort into this integration a few months ago, so I suppose I'll wait until I get my hands on the DK2 before doing a full re-write/integration of the latest SDK.

Here are the screenshots ... more coming soon!

The first person guns will be one of the best parts!! Can't wait ...

Inside the vehicles looks great ...

- Dan

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Starting to make progress on

Starting to make progress on the roads - the big challange now is to generate the intersection geometry of the roads ... coming soon :-D

- Dan

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Of course I have to drive

Of course I have to drive around the road network w the Oculus Rift DK1, and the X360 gamepad :-p

It's starting to feel good, even w the DK1 @ 1280x800 - I want it to be fun w a VR headset AND without, obviously I need to cater to VR in some areas and that will be a continuing area of progress.

More updates soon!

- Dan

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Made progress on the corners

Made progress on the corners of the intersections. Next up is the traffic lights, crosswalks, and various other street props!


- Dan

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Traffic lights added

Couldn't sleep - got the traffic lights added into the game. I've moved them towards the road about 5% more, so they are inline with the street lights.


- Dan

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Crosswalks added!

Almost done with the street rendering...added crosswalks! Next up is the alleyways and small streets...then the buildings will be coming back!

- Dan

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Building/City Debug Output - Week 5

Debug output of the procedural road and building placement system! You can see the cities starting to come together! I'm going to start working on the initial gameplay dynamic tonight - it's quite straightfoward I'm sure most of the time will be spent generating the navMesh data...will keep you guys updated.

- Dan

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I'm now getting a chance

I'm now getting a chance bring some mayhem to the procedural cities in 'Just Death'. Once the project is fun, I plan on releasing it.



- Dan

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Vehicles -> Ragdolls working great

Basically gameplay [ bad guy elimination ] is coming along. Also fixed a bug with the ragdolls and vehicle physics, and made some great improvements!


- Dan

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Adding Larger buildings into the game

Hey guys! I'm making progress getting some larger buildings added into the procedural cities!

I've also added things like groups of pay phones, fire hydrants, etc. Plus obviously tons of things that aren't showable in screenshots :-)

I'll keep you updated!

- Dan

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Adding more large buildings

Hey guys,

I'm adding more buildings + variety to the worlds. Still need to add newspaper dispensers/mailboxes in the street also more dense clusters of furniture - plus I have a few more building ideas in my head and want to get them created while I'm still inspired.

Here are screens of the latest building.


More soon!!

- Dan

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Final pass on road system

Doing a final pass on the procedural road system, finalizing fringe cases like the 3-way and 2-way intersections. Should be 100% done w the roads ...

- Dan

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Procedural Vehicle/Human placement + street props

Hey guys,

Just made a lot of progress on the street props - adding self shadowing, reflections, and specular back into their optimized shaders. All this stuff is hand optimized it takes quite a bit of time, but I'm very happy w the performance. Another thing I've just made progress on is the system which dynamically places vehicles and humans into the world.

Making tons of progress - there are 8 bad guys in the city and you have to kill them :-]

Vehicle/Human placement WIP images ...



Human/vehicle AI hint nodes debug render ...

Street props :-] gotta love my programmers art heh...

- Dan

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Lot 'Feeler' Rays, Random Car Colors, Etc.

Hey guys,

New update showing a few things-

1) Generating 'feeler rays' cast out from the roads.


2) Random vehicle colors, all you need to do is edit the .xml file included w the game, people can add RGB tuplets (255,255,0) defining as many colors as they want. This will also allow me to give 'racey' colors to sports cars, and dull colors to generic cars, etc.


3) Ability to procedurally place roads totally from code, instead of just importing them from vectors. So now I can make giant cities and change one number or two and the block sizes will change...no screens of this yet, will work on it later.

- Dan

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End game newspaper ...

I made it so the end game display is a newspaper that gives you information about how your Vigilante performed 8-)

I'll display the states over the images after a few seconds - probably have the newspaper spin-in :-)

See screenshot:

- Dan

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Procedural City Improvements ...

Hey guys,

I'm making a lot of great progress on new and improved ways to generate the cities! This is going to be great stuff, everything is procedurally generated from a few input lines!

Here are the latest works-in-progress,

Building subdivision from lots & extrusion coming next...

- Dan

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Making progress on large building placement

Check out the latest images ...


- Dan

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Improvements to building placement ...

Quick update - got the buildings optimally placed around the city ... this will be good enough for the first release. The only things really left are...
1) More building variety, each one takes me a few hours - and I will borrow & upgrade a few from Urban Empires to save time!
2) Remove the grass in the center of the city! Fill in the alley-ways w/concrete and props like dumpsters and garbage [ right now it's grass! ].
3) Plazas, fountains, and other cool touches.

I can do all this stuff within the next 24-48 hours hopefully!!

- Dan

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Triangulating and Filling in the procedural building lots!

Triangulation of the procedural building lots, then filled in with appropriate texture, can be unique per lot, or building. More progress coming soon! Next up, is some variety in the city buildings.




- Dan

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Dave's Car Wash

Adding more variety to the city ....

Dave's Car Wash ... maaaaaaan 8-)

Looks so much better w/out the grass all around - and will make the parks pop more.

WAY more to come very soon ... :-)

- Dan

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Adding more variety in buildings ...

Tonight I added more variety of buildings types, and improved the rule set used to determine their placement.

Also - this is a forum exlusiveEE!!#@334 I'm messing around w bridges, etc. Not happy w it for lots of reasons, will revisit them later, there are lots of complications w implementing them currently.

- Dan

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Testing w Oculus Rift + Sewer/Vent placement

Hey guys,

I've now got procedural vents/sewers/utility access decals placed along the procedural roads.


Testing the Oculus Rift on the latest build/city ...

Snapshot of how the city looks now [ applying rules about where Car Wash's can be placed, also limiting placement of billboard buildings [ will show later ]. Also I have 3 "rings"/"layers" of city density, radiating out from the center of the world.

Next up is an elevated train you can ride on :-)

- Dan

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Added an elevated train!

Hey guys,

I added an elevated train into the procedural cities! It runs a basic straight track right now, but it's still very cool, and adds a lot to the scenes. It runs a straight path through the city.





- Dan

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2nd Vehicle - The Lead Sled!

Hey guys,

I've got the 2nd vehicle into the game, a '50s Mercury, also known as the Lead Sled :-)

I have it setup so sporty vehicles get louder paint colors, also better handling [ 50+ parms tweakable via .xml file ], etc!

Early screens ...

- Dan

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Another quick update ...

Added another building into the game #7!
Still needs a bit of variety, but that's something I'll work on while the first early-adopter version is out there.

Also another screenshot of the Lead Sled!

- Dan

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Vacant lots for parks...

I adjusted the procedural rule-set to leave vacant lots for parks/plazas...


- Dan

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Added trees to the city parks!

Added trees to the city parks 8-) Still need to add a fence around them ...

- Dan

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Added trash, dumpsters, and a new alley/plaza texture.

These are also great places for crime to take place ;-)

Added trash, dumpsters, and a new alley/plaza texture.

- Dan

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Trash bags added into alleys

Made tons of progress all over the place, most can't be shown in screenshots. Physics and AI are coming along great!

Here are how the alleys look now!

- Dan

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Added the Police Car into the game!

Hey guys,

Just added the Police car into the game!


- Dan

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Police car siren!

Got the siren working, audio as well!


- Dan

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Finished up Cops + more

You'll notice there is now a city skyline in the background, I also have people sitting in vehicle, and made progress finishing up the cops!

There is lots more stuff I've not shown ;-)

Finished cops:


- Dan

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First bad-guy in-game!

Added the first bad-guy into the game.

- Dan

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Some funny images from the last few days

Hey guys,

I've added TONs of stuff into the game in the last few days, too much to list, and a lot of the physics/gameplay stuff can't be shown in screenshots ... here are some funny images :-)


Videos coming soon!!

- Dan

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Added a wall around the city, also fences around the parks

Hey guys,

I've added a wall around the city to trap the player inside :-]

Also I've used the same system to render fences - example is the fence around the parks in the city.

Park fences added...

Park fence w Vigilante1 in the foreground

Fools be trapped in yo. :-o

More soon!!

- Dan

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AI Nav Mesh Generated

After some early morning hours, I have the artificial intelligence navigation mesh generated for the procedural cities in Just Death -- This mesh is how the AI knows where/how to move in the procedurally generated cities. The input mesh is well over 1 million triangle for this example it generates an optimized mesh of 30k triangles, VERY happy with the results. I'm also recording test videos with/without the Oculus VR virtual reality headset, everything is working great!! Expect to see this thing in motion very soon!

Screenshots of the optimized Nav Mesh ...


- Dan

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Vehicle Traffic AI Part 1

Hey guys,

I've got the AI working on police - they chase you perfectly through the city :-) I'll post some screenshots below.

Also I have the first steps to getting traffic vehicles all over the city, humans AND vehicles :-] I can always remove them later for the zombie mod!! LOL.

//Traffic WIP from above ...

//Debug mesh output

//Police chase

//Cool pic of the current 3 cars w their colors all "white"/default. Colors are fully customizable already.

- Dan

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Procedural City Traffic Patterns Done!!

Hey guys,

Made TONs of progress the last few hours, came up w a great way to generate the traffic patterns in the procedural cities!

Here are a couple of debug images to show how it works!

//This image shows the North/South and East/West roads.

//This one shows the final road network, with North/South/East/West and Human lanes all rendered accordingly!!

Whooohoo! :-D

- Dan

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Traffic System + Traffic Lights

Hey guys,

Here are screenshots of lots of vehicles in the city. The white polygon debug output in front of the vehicles is the detection zone for traffic vehicles so they don't rear-end eachother. The images of the traffic cars were taken before I added the intersection/traffic lights btw.

Here are screenshots of the finalized "traffic light" system, which will control the intersections. The box is the detection zone or "area of effect" for that traffic light. The light controller data structure determines the states of the lights in each intersection.

Close up of an intersection

Generated for the entire city

More updates soon!

- Dan

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Traffic Simulation Bubbles and vehicle brake lights

Below are some screenshots of the "dynamic vehicle-traffic simulation bubbles" that surround the camera and maintain a constant number of traffic vehicles in the scene/world. Of course this is totally adjustable traffic density and radius. Obviously the blue lines, etc. are temp debug output.


I also got lots of other touches like brake lights on all vehicles working, and interior steering wheels working properly in all situations.

I've also made a lot of progress on things that can't really be shown in screenshots, etc.

More updates soon!

- Dan

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