From time to time we will inform the community of certain areas of Skyline Development. If we have decided to add a new features or new demos in development etc we will try to make a post in this topic.Feel free to leave your comments to help encourage out development team ; )

FPS System Modular Development

FPS System Modular Development

Postby StarFire » 05 Feb 2016, 17:29

Hi, trying to find time recently to make a post has been hard due to all the tasks we are currently swamped with, but we do it for you guys to try to make Skyline an awesome tool set for you. ;)

Ok I have been up to my elbows with module development creating all the types we need to make a fully customisable FPS player to replace the original version which is mostly action based.

Features: some of the new features of the FPS Player
* Changeable weapons providing a base set of FPS weapons. These weapons can be created and changed with ease. Thanks Tatty.
* Modular approach for more customisation and uses.
* Combining actions, modules, script for the best frame rates whilst providing user customisation.
* Expandable.

Here are some of the graphs so far.

Movement:

Image

Detection:

Image

Simple SCC Bot:

Image

FPS Camera Main:

Image

In Skyline:

Image

Hope to show you some more soon :D
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Re: FPS System Modular Development

Postby TattieBoJangle » 05 Feb 2016, 17:53

:o wow just wow you guys are certainly giving skyline a good old overhaul cant wait :D
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Re: FPS System Modular Development

Postby StarFire » 05 Feb 2016, 22:35

Just completed the first Weapon System modules - Ammo Manager. This module will be responsible for the ammo use and creates events for various stages of ammo use, ie reload, empty etc.

Heres a screen image of the new module. :D

Image
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Re: FPS System Modular Development

Postby Shando » 06 Feb 2016, 02:42

Hi All,

Great work SF, can't wait to get my hands on it ;)

@Tattie - looks like it saves me a job!!

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Re: FPS System Modular Development

Postby CreativeOcclusion » 06 Feb 2016, 09:57

Looks awesome...I was never much into visual scripting, but I will definitely give it a try after seeing this...CO
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Re: FPS System Modular Development

Postby TattieBoJangle » 06 Feb 2016, 11:35

I was thinking the same thing Shando :lol:
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Re: FPS System Modular Development

Postby SolarPortal » 06 Feb 2016, 13:45

StarFire is doing a really great job with the mechanics and developing the Visual Mechanics system. When people think Visual Scripting, they often think core programming but in module form, whereas our modules are more like actions that you apply through the action editor and they are many bits of code to do one specific thing like shown in the pictures.

Of course, if you want to do visual scripting, the system will be capable of that too. :)

Keep it up StarFire! :D
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Re: FPS System Modular Development

Postby StarFire » 06 Feb 2016, 14:24

Thanks guys, this has been a huge undertaking, designing a system that is relatively easy to use but flexible and powerful. With each new module I am find new tricks to make all modules better as module design can be a bit tricky due to their open ended nature.

As SP said the modules are mechanics building blocks, not so dissimilar to micro electronic circuits hiding some of the components and leaving the developer to use the power of the chip safely. Modules hide a lot of the nasty computational maths formula and provide you the functionality of the mechanic, plug and play! This way we can focus our time on game mechanic design and application not the core lua code on how to do it. Although for prototyping there are a growing number of low level core modules which can replicate similar script commands if this is what you required at the time.

Still a long way to go to see the module dream fully realised but this FPS project is getting the system fully usable and stable. Although the editor side of the modules has a long way to go to get its full power, as there are many workflow tasks to perform and bugs to fix but for now I am focusing on the actual modules, in design, functionality and re-usability.

Will keep you all posted on progress. :D
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Re: FPS System Modular Development

Postby StarFire » 06 Feb 2016, 16:53

The ammo manager works a treat :D

Heres the module in the FPS:
Image


The Complete Graph so far, has to be shrunk to get an overview.
Image
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Re: FPS System Modular Development

Postby AuShadow » 06 Feb 2016, 22:25

This is definitely exciting and can't wait to see it :)
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Re: FPS System Modular Development

Postby StarFire » 16 Feb 2016, 22:10

Hey Guys I thought I share with you the current development of the modular FPS system. It is going very well and is looking very customisable. Whilst developing I have adapted a few of the modules to make it an easier workflow and simpler to read graph.

This project is certainly putting the module system to the test and uncovering new workflows that was not originally anticipated.
There is something cool about seeing a system grow and it showing new ideas that were not in the original design, but this has been much of Skylines development. She does have a mind of her own! :)
I have to say the more I am developing the modules the more excited I am becoming about the endless possibilities that this new system presents.So where does this leave the new FPS System.... With a bigger Graph! but not too big that it is unmanageable. I did worry that as the graph sizes grew their complexity would then be hard to follow but this is not the case, still way easier than any script or code.

The FPS Camera module has grown to provide more connections that were required to easily set up a tag point for use with Tracer and muzzle effects plus inputs so that it can be quickly placed at runtime to get the correct gun muzzle placement..
Image

Now there is an easy to attach tag point, setting up the special effect was a breeze. Here is an image containing the weapon effects:
Image

and just for completeness here is an overview of the full FPS system so far including all of the new changes:
Image

Oh nearly forgot this is how its looking in Skylines play mode sorry no fancy scene but check out the muzzle flash and even that the image is not showing it there is a new tracer made from skyparticles therefore easy to create your own.
Image

I am planning to post a video soon to show this in action, just a few more dynamic setting to be made. We are already finding this FPS to be a huge advancement over the the current version with the added bonus that its easy to customize ;)

Will keep you posted. :D
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Re: FPS System Modular Development

Postby CreativeOcclusion » 17 Feb 2016, 18:59

WoW!!...You have got me excited for sure....I can't wait to get a hold of it....Great job!!...Go SkyLine!!!
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Re: FPS System Modular Development

Postby StarFire » 17 Feb 2016, 19:02

:D :D :D
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Re: FPS System Modular Development

Postby Ryder » 22 Feb 2016, 07:20

This is all so damned brilliant... honestly. I mentioned this elsewhere, but perhaps this is the better place... I was thinking that the nodes might possibly support multiple input and output connectors... and then you could do away with your splitters and mergers. I expect it might be a lot more difficult to code that way... but from a user perspective... it's a bit cleaner. And if you wanted to keep them, you might simple turn them into logic gates... (AND, OR, XOR, etc), and again, do away with the spiltters and mergers.

But a minor thing, for sure... I really love this system.

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Re: FPS System Modular Development

Postby StarFire » 02 Mar 2016, 21:14

Had a few problems to solve recently but the FPS is starting to feel playable. The fact that I get Jealous eyes from SP when testing the FPS player lets me know that the FPS mechanics are looking fun ;)

Had an issue getting the muzzle flash to stay at the gun tip, by creating a tag with full offset control weapon effects can be easily placed on a per gun basis.

Also the weapons editor required a bit of work and many modules so that all of the data can be directly applied in the FPS Graph. For development purposes I am only working with a single weapon type until happy with how it feels, this way its easier to make rapid changes in game mode. Once the weapons module is added to the graph I will post and let you see the weapons changing ;)

Image


Here are a couple of images showing the current state of the graph and at the end of this post you can watch a quick preview of how its looking.

Here are the Movement modules, these are now coupled with some logic bricks to choose which animation should be played when not shooting or reloading:

Image


The effects chain has matured since the last images, with the addition of the muzzle flash, customisable per weapon when using the weapons editor and its respective modules.

Image

And to finish this post off here is the sneak preview I mentioned earlier. Go Skyline! :D

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Re: FPS System Modular Development

Postby CreativeOcclusion » 02 Mar 2016, 21:50

Looking better every time....Good Job!!!
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Re: FPS System Modular Development

Postby StarFire » 02 Mar 2016, 21:55

Thanks CO, Its slow going but this is finally feeling much more production ready. Just had a zombie shoot out so need to get the players health system up and running :D
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Re: FPS System Modular Development

Postby Ryder » 04 Mar 2016, 07:58

Boy, that looks fun :) Skeet shooting explosive barrels !

Love it. Great work, gang!
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Re: FPS System Modular Development

Postby lordalmighty1 » 04 Mar 2016, 08:07

COOL.. and who was doing the shooting? nice aim on the mid air barrels lol :D
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Re: FPS System Modular Development

Postby ant0N » 04 Mar 2016, 09:42

looks great! Great job, guys! :D
Sorry for my English. :)
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Re: FPS System Modular Development

Postby StarFire » 04 Mar 2016, 17:08

Thanks :D
Yes its fun shooting them in mid air as the new mechanic is soo much more responsive 8-)

Some day we may get a capture the flag game once I get the networking installed :roll:
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Re: FPS System Modular Development

Postby lordalmighty1 » 04 Mar 2016, 21:21

would rather capture sexy women than flags myself lol :twisted: but I guess that will have to be put on hold lmao..
still its looking good so far :)
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Re: FPS System Modular Development

Postby StarFire » 13 Apr 2017, 16:39

The FPS modules has recently had a few additions, It can now pick up weapons and engage in interaction with other game objects.
See this topic for more information:
http://www.forum.aurasoft-skyline.co.uk/viewtopic.php?f=32&t=1885
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