Posts Tagged ‘indiegame’

First patch upcoming and a new gameplay video in the meanwhile.

Thanks to our first players for joining!

It’s a real pleasure to see you fight for the domination of the very first planet of Win That War! and to read your comments. They are already helping us improve the game.

Everything is not perfect yet, we know that, but the team is working on fixing the issues that has been reporting to us and the first patch will be out this Friday. This should fix the major problematic crashes, among other things.

If you haven’t joined the Galmactic Conquest yet, today is the last day to enjoy the -25% discount. Quick, grab your copy.

In the meanwhile, you can watch our new online campaign gameplay video, with the new GUI this time!

Win That War! Early Access opens today!

Hello everyone.

 

Win That War! Early Access will be released today, 7th April at 5 P.M UTC
Visit the Steam page here: http://steamcommunity.com/app/599040

The whole team has been impatiently waiting for this moment. Ever since we laid the first bricks of our engine, three years ago, the team has grown, the gamedesign and visual aspect of the game have been entirely reworked, and the MMO campaign, the core of Win That War!, has come to life.

Today, all of this will become a reality. We’re all looking forward to you playing Win That War!

To help you get the hang of the game, we created two documents, which are hosted online on Steam, but seem a bit hard to find.

To make things easier for you, here are:

We are waiting for all of you. And may the best strategists win!

Win That War title

Dynamical sound-design: the Artillery

For Win That War! we chose to work with the Wwise audio engine, which offers a greater autonomy to the sound designer.

Freed from technical constraints thanks to a tool such as Wwise, which brings a real flexibility of use and very intuitive tools for sound integration, all that remains is to be creative: recover the events of the game to play the sounds of the objects, of the atmosphere, the feedback, the music… and work the sound in its entirety to create a cohesion between all these sounds.

For this first article about Sound Design, we chose to talk about one unit in particular: the Artillery.
This is the 2nd part of the article about the Artillery animation, you can read it here.

artillery win that war

The Artillery is a vehicle which, in the game, plays several animations. To achieve the sound of the vehicle and stick to its animations, we divided it into five parts:

  1. Movement
  2. Artillery landing
  3. Cannon deployment
  4. Artillery shooting
  5. Artillery “take off”

 

Movement :

 

An engine sound is played when the vehicle is moving, two events allow the sound to start and stop.

These events are common to all of the vehicles of the game, they are linked to a switch in which the sounds of vehicles are located.

  • StartEngine
  • StopEngine

Wwise events

startenginemarque

The “StartEngine” event plays the “EngineSounds” switch. The “EngineSounds” Switch contains all the sounds of all the vehicles. These sounds are named exactly the same both in the switch and in the code of the game, playing the sound corresponding to the right vehicle.

stopenginemarque

The “StopEngine” event mutes the sound of the vehicle played in the “EngineSounds” switch. The selected line (dark gray) corresponds to the action performed by Wwise on the selected object.

Wwise sequence

artilleryloop-sequencewwisemarque

The “EngineSounds” switch on the main tab (and not the event tab) contains the vehicle movement sounds. By selecting the sequence of the Artillery, we enter the settings window.

 

Artillery landing:

At the very moment the vehicle sets into position on the ground, a sequence of sounds is played, triggered by a “code” event, which plays the sounds in Wwise.

This sequence consists in several sounds which are played one after the other, or overlap one another.

  • ArtilleryLand
  • ArtlleryLandRotation
  • ArtilleryDeploymentTurret

Wwise event

artillerylandmarque

The « ArtilleryLand » event plays the Artillery landing sequence.

Wwise sequence

artilleryland-sequencewwisemarque

This “Container sequence” contains the different sounds constituting the landing action of the vehicle. The playlist, at the bottom right, allows you to decide in which order the sounds of the sequence are played

 

 

Cannon deployment: 

 

Following the landing of the Artillery, the cannon deploys. This sequence is launched by an event:

  • AtilleryDeploymentCanon

Wwise event

artillerydeploymentmarque

The “ArtilleryDeployement” event plays the sound of the cannon deployment. When the order of deployment of the gun is launched, an order to stop the landing sequence “ArtlleryLand” is sent from the same event, at the same time.

Wwise sequence

artillerydeployment-sequencewwisemarque

 

 

Artillery shooting:

 

Then, the time has come to fire…

 

Always driven by an event, a sequence mixes the shooting sound with a “metallic” recoil sound, and another for ammo reloading.

  • ArtilleryShoot
  • ArtilleryShootCanon
  • ArtilleryRecharge

Wwise event

artilleryshootmarque

Wwise sequence

artilleryshoot-sequencewwisemarque

 

Artillery “Take Off”:

 

Once the target has been destroyed, or by order of the player, the vehicle must be moved. A sound is played when it leaves its state of siege.

  • ArtilleryTakeOff

Wwise event

artillerytakeoffmarque

Wwise sequence

artillerytakeoff-sequencewwisemarque

 

Each sound is created ahead, with an “audio sequencer” software, in which an animation video of the vehicle enables to tune the sounds to the image and to proceed to the editing of the recorded or collected sounds, as well as the processing. This creates a harmonious and credible mix (eq, filters, pitch, compression, reverb…)

Everythin is made as one piece, then cut to create several sounds. Then, these sounds are exported to Wwise and played in sequences as explained above.

In game, the different parts that make the final sound of the Artillery are played accordingly to the actions of the unit.

And this is how it looks and sounds in game, when you are playing:

 

Win That War! is on Steam Greenlight.

The Greenlight is now officially launched, and is only waiting for your votes!

We’re counting on you, not only to show your interest by offering us some green thumbs, but also to spread  the word of the Greenlight on your Steam community. Having Win That War! available on Steam is up to you now.

Animation of the Artillery

Artillery of WinThatWar!

Original : Fisher Body craftmen

The animation of the vehicles is a perfect blend of handmade animation and procedural animation. I would like to begin with the latter type of animation, and here are the related elements:

> The movement of the vehicle is supported by the physical engine of the game. In this way, the vehicle follows the inclination of a virtual grid, a collision volume or, more simply, a deformed plan simulating the relief of the ground.

> The Artillery also needs to be able to shoot from different ranges and angles. Thus, the articulations related to the rotation of the cannon are animated by the code (what we call the “logic”) so that the shot adjusts itself directly to the position of the target, according to the position of the Artillery.

> The caterpillar tracks are also animated, following the movement of the vehicle. This effect is obtained by dynamically moving the UV coordinates of the model, in game, in accordance with the speed of the vehicle.

As a reminder, the UV coordinates are the correspondence between 3D coordinate (xyz) and 2D (uv) used to indicate where and how the textures are “drawn” on the model. In the case of the tracks, we could say that the UV “glide” on the 3D, giving an impression of rolling movement.

Artillery caterpillar continuous track

All the other animations are handled beforehand by the animator.

The animator is free to use all the other articulations available, except for the 2 articulations handled by the engine that we addressed earlier: the horizontal rotation of the turret and the vertical lifting of the cannon.

In the case of the Artillery, here are the elements created “by hand”, before the “logic” steps in:

> The animation of the installation. The vehicle is rather slow to get into siege position, and conveys the impression of a powerful weapon, which takes time to set up but is destructive. The disassembly is, however, much more short.

> Creation of shock absorption and a wave that shakes the whole vehicle when the Artillery shoots. This animation is achieved through the lifting of the mudguards, which is then synchronised with a shockwave effect, creating dust clouds.

animation joints and curves

And now, about shooting. This is when we add the particle effect which helps materialise the projectile, in the form of a plasma ball.

Finally, the death animation of the Artillery is simulated using the physical engine, called Mass FX. It is pre-calculated with the 3D modeling software and then reworked by the animator to get the desired result.

This animation goes with a smoke cloud and fragments spraying all around the vehicle. The destruction of the Artillery, alone, is not impressive enough to the player:

dislocation

This is pretty much the life of the Artillery. From the moment it leaves the factory to its death of the battle field.

This post about animation is the first half of a two-part article. The next post will be entirely dedicated to the Sound Design of the Artillery which, as you will see, is directly related to the different animations addressed here.

Stand Up! #1

As we were spring cleaning the blog, we’ve decided to bring a few changes and to create new article categories so that we could write more often about various topics related to WinThatWar! and Insane Unity.

This article is kind of a crash test.

As you may know, we’re working using the SCRUM method, which consists in dividing the tasks into “sprints” that we chose to last two weeks to help us we can redefine the priorities as we go along.

Actually, if you’re a SCRUM’s enlightened, you know that it mostly consists in a gigantic white board covered with dozens of sticky notes and a “stand-up meeting” every morning to let everybody in the team know which task is completed or in progress. In our case, every two weeks, we take stock and build a new release of WinThatWar! so we can all test the new features.

From now on, we will be able to write this kind of articles and update you in (almost) real time.

Dev

We know that it’s really frustrating to have to suddenly leave a game for any reason. So we figured we could create the save/load system and it is now perfectly functional, but on solo mode only.

We’re currently setting up the planetary view. Well, for now, it’s still a prototype. A few days ago it was just a spherical skeleton drawn by some neon green laser on Doom’s computer, who may explain how he did it in an article further ahead. By then, we should reveal quite a few enhancements right after the next “sprint”.

vue planétaire

Gameplay

A brand new building will soon appear in the game: the relay antenna. What is this thing? Well, as the name suggests, it will be used to relay the “network” on a given zone. Without this wonderful invention, you’ll be able to build factories, but you won’t be able to switch it on which could be an issue, right? I only can suggest to do your best to protect your antennas.

Arts

As you know (or you will know by reading this article), we’ll be present at the London EGX Rezzed on 7-8-9 April. We already have published the poster and here is the flyer! Hope you’ll like it as much as we do.

flyer winthatwar

Regarding the artistic production for the game itself, no less than a dozen units and buildings have been designed the last couple months (left to right: buggy, tank, diplomat).

conceptsweb

By the way, we’re working on the buggy’s 3D model and you’ll soon be able to create herds of them. They go just so fast!

buggyweb

Sound design isn’t outdone neither. We found a band, that’s now working with us on WinThatWar! original soundtrack, and we’re really excited about it. Plus, most of the sound effects have been reworked and the ambience sounds have been enriched, especially the “Space Ship” theme which, if you wear headphones, gives you more and more the feeling that you actually are in a cock-pit, guiding your robots armies.

To finish this article, remember that if you’re in London the next couple of days, we’ll be present at the EGX Rezzed where you could play a short demo or ask anything you want about the game to Etham and Perik! See you there (in the “Indie Room” area).

egx-map

I love splines!

 

A curve

In Mathematics, a Spline is a numeric Function that is Piecewise-defined by Polynomial function, and which possesses a high degree of smoothness at the places where the polynomial pieces connect (which are known as knots)“. Thank you dear Wikipedia, I couldn’t have said it better myself.

“But, what link can there possibly be between Splines and Polygons?” you may ask yourself. And that’s a legitimate question, since I usually write about polygons and cake (made from polygons too).

Well, you have to know you can actually create 3D models by using these famous splines. That’s right!

A basic spline

As you may know, I mainly use 3DS Max to model my vehicles, buildings, etc. 3DS  taught me to use the word “spline” to define a 3D Bezier curve when it comes to design.

Actually, It’s a commonly used technique in automotive design. Seeing as I mostly model vehicles, it makes perfect sense for me to be working with curves.

However, I apologize in advance, because somehow, I have the feeling this post will feel like a tutorial.

The 3DS Max “Lathe” tool works just like an actual shaping tool and allows to easily sculpt an object  with a very smooth shape.
So, as an example, I’ve made a pretty bowl for you:

The process to use Lathe modifier.

I’ve got another little trick for you : You also can do what is called a “Sweep”. This is actually a  standard shape that you’ll select and with which you’ll “sweep” the previously drawn curve.  The shape is then multiplied to create the desired object.
Here is another example for you, and be prepared, I went a bit crazy and I’m now modeling…a mug!

The process to use Sweep modifier.

Anyway, now that you see how it works, let’s get serious and I’ll show you how you can apply it to your 3D modeling.

Once, in my student days, I was looking for a tool to model by using Splines, and I finally found a tool called SURFACE. At the beginning, Surface was a third party plugin, then Kinetix eventually bought the licence and included the tool in 3DS Max 3.0. I don’t know who this third-party is, but I owe him a big “thanks”.

Digging through my archives, I found the following model. That’s what it looked like the first time I tried to use this tool, based on three pieces of circles intersecting with each other.

The use of a Surface modifier

How did the software turn this into that? I don’t have a clue. Voodoo magic?
Well, and so… how do you put this technique into practice? Among other things, you can  use these tricks to model a vehicle. An airplane, for example.

Use of spline in modeling

It can also be used for specific organic creations.
Like for this wonderful purple…marshmallow.
I could probably have made something sexier, but you get the idea.

Chantilly

In short, I love modeling using Splines . The tool “Surface modifier ” is probably my favorite, it’s part of the workflow for all my vehicles .

I also think it’s a good starting point to model an object with a lot of rounded surfaces .

However , be aware that Splines, alone, are difficult to comprehend in 3D for our poor humanoid eyes that can’t decide whether a form is curved or hollow. So we will have to get used to the tool and rotate around your model, regularly move the camera angle to visualize the form , and then use the Surface modifier.

If you’re not using this technique already, I can only recommend you try it asap!

Cheers

Philemon

New year, new team, new trailer

Ok, I admit this title is not the most original I could find.
But, you know, the video is speaking for itself:

 

 

Putting aside logos and the lost territories map made from hexagons, everything you see in this video was captured in-game. As you may have noticed, there is a lot of changes concerning the Sound Design. Hey, we told you there was a reason for Jpeg hurting his car.

Next week, the post will be proposed by Philemon, so you can guess it will be a bit artistic one!

Airknocker is coming!

… and Winter is already there. That’s old, that’s a shitty joke and I’m sorry for that. Please Stay.

Today, let me introduce… “The Gun-Nut”!!

Well, actually, it’s just a AirKnocker and I’m not that sure naming it “The Gun Nut” would help to sell the concept.

AirKnocker_WinThatWar_02

As the name suggests, the AirKnocker is used to attack (and destroy) the air units. Our bombers don’t appreciate that much when they spot them on the ground, right before they disappeared in a puff of smoke.

So, the AirKnocker is a quite light ground unit an it makes it a very mobile vehicle, at least much faster than those lumbering tanks. Hey, no, we’re not judging the tanks, we’re happy to have them in our troups when we need some units to act tough !

Not content with its brand new nuclear fission engine which makes it that swift, the “Gun-Nut” (oh I have to stop with this name…) didn’t choose between wheels or catepillar, it chose both. And did I tell you that it has a 5000miles + autonomy? For sure, it won’t let you down soon.

But let’s go to the part that really interest you. We know it, speed and stuffs, that’s cool, but what you do want is to finally get down with your neighbor’s bombers that invaded your territory! Don’t you? That’s not a problem, our AirKnocker is here for that very reason. Thanks to its full 360° fast rotative cupola, which also lean to aim at the sky right above, assembled on an ultra-fast electric motor, it can deploy all of its four cannons in any direction in less than a second. Pulsed laser, high frequency shots and extremly short reload time… I wonder what you’re waiting for to make it your fav units in WinThatWar!? (Well, the second favorite, I hope Michel will always have the first place).

All of this to tell you that Philemon offer you this Concept Art, and we can’t wait him to make the 3D asset and replace the place holder which is in the game for now.

We wish a merry Christmas to everyone who celebrates it, and happy holidays. Next blog post in 2016!

AirKncocker-preconcept-winthatwar

Roadmap little changes

Hi people!

It’s been a long time I haven’t wrote anything on this blog. That’s why I take advantage of this post-return of summer holidays break to bring you some general news.

From movie the mummy found on tumblr

So! Insane Unity is doing well. Doom is still working on his network stack (which has quite progressed), and Philemon get back to a concept arts phase (which are also in a good way). Also… our two trainees abandoned us last week (sob).

Anyway, we’re still looking for financing and that takes a lot of time, but we’re doing our best to stick to our roadmap at the same time. And as you’ll see below, that was not as effective as we expected. Let’s see what we forecast for September:

  • HUD (tactical information)
  • Tutorial
  • Multiplayer over the Internet
  • Gameplay-guided music

Hum. Well, the HUD is functional, as you may already know if you receive our newsletter, but we’re waiting for Philemon to find a moment to draw some pretty strategy icons miniatures before we let you test it.

About the tutorial, we’re waiting to finish fixing every single interface issues. But, here is the point: Since I had loads of administrative tasks to handle these months, I barely made progress on the interface. Maybe I should buy a tie (just kidding). Even though, I found some times to work on the AI, and that’s the good news. Be patient, I’ll wrote a  post about that later.

Multiplayer over the Internet mode is working! Here is another good news, right? At least, one of us is doing his job, here: Doom. The connecting time between two players is just melting like an icecube on the top of an uranium battery, and the stack is getting stronger and  more and more efficient. Maybe Doom will also write a post about this in a couple weeks.

Last but not least, about the gameplay-guided music, we just have to integrate in the engine the loops CiD produced on Wwise.

I think I’ve nothing else to add. I just wanted to be honest with you and confess my mea culpa before sneakily going to modify the roadmap on WinThatWar! website.

Bye everyone, and thanks again for all your support.

Etham

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