Tuesday, July 31, 2007

MMO Studies "RTS Module In A MMO" - Revisited

Note: This is a Method. It has been tested, but not to an advance state.

I’ve noticed over time a lot of RTS elements would be fun to implement in a MMO. Problem is it requires a lot of core programming into the MMO Engine. Although it’s attracted to more experienced developers, the independent scene doesn’t really get a look in. I’ve devised a series of Easy to follow methods to get the RTS element into the MMO.

I’ve noticed many MMO’s have a item discard system. When the item is discarded by the player it becomes a dynamic object on the ground which is displayed as its appearance when on the terrain.
For example: You have a sword, you drop the sword onto the terrain. The sword appears as the sword model on the terrain. It can be reclaimed by just clicking on it and selecting pickup.

So what’s this got to do with a RTS system?

Well a RTS is a dynamic system, buildings come and go. Units are dynamic and played as NPC’s. So the item discard system comes into play.

The Basic RTS System

Method 1
Firstly you need to create a HQ type model. Model and texture it. Then import it into game as an Item (not a static mesh).
You then need to do some item configuration. Many MMO item scripts have the option to select what model to display when equipped to player and what to display when discarded on the terrain. If your engine does not support this go to “Method 2”. We want the object to display a “Deed Model” when in inventory or equipped to player. The deed could be a simple square model sized to fit the players hand with “HQ” on it. Now we need to edit the item to display the “HQ Building” when discarded. Save this and test it out. If your test is successful, well done. That’s the basics of an RTS System.

Method 2
Firstly you need to create a HQ type model. Model and texture it. Then import it into game as an Item (not a static mesh).
I take it your MMO engine doesn’t support a two way display system for the item, what it will support though is just the Item appearance. It’s not a problem. Just create a deed icon for the item to be displayed in the inventory (Edit the option to be Player Equipable). Your player wouldn’t want to equip it as it’s a huge HQ building. Discard the item and you should be able to see the discarded item in front of you. This should be the HQ building.

Building on the Basics

Many of you know RTS games run in a order of
Must have HQ
Opens up Barracks, Farm, Tech Centre building options

Sounds like some core programming to be done here? Not really we can cheat this by using simple decision scripts and some creativity.

Best thing to do is create a Vendor. The vendor we will call “RTS Mode Vendor”. The vendor is set up to be a shop. For example here’s a dialog layout:

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I’ll go through this as it gets complex. When you buy a HQ two items are added. The HQ Building and HQ Deed. You will need to set the item HQ Building to “player can’t equip” also set the same for the HQ Deed, this will stop your player equipping a huge building on there body. You only need to discard the HQ Building item. Maybe put a description of the item for the inventory “Deploy HQ Building”. However do not discard the HQ Deed item. This will be used for advance building methods.

The portable vendor is a shortcut to a no core free programming. The portable vendor is shaped in a terminal. It’s placed the same way as a HQ building. It’s advisable to place the portable vendor in the HQ building (if it has interior) or next to it. What the portable vendor does is act exactly like a RTS vendor but you don’t have to walk to the nearest city or spot for it. Meaning you can build your base from the comfort of your base.

Now the Portable vendor unlocks different buildings to buy acting upon decisions. Below is a simple flow chart showing how it works.

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As you can see in the diagram the more you buy the more buildings you unlock. The production buildings “Vehicle factories, Aircraft Factories and Defence Outposts” will bring up another shop menu where you will be able select different vehicles and defences to buy, import to inventory and then discard onto the terrain.

You would have the barracks sell off NPC Combat Type “Infantry, Rifleman, Laser Engineer”
The NPC Units will act like a pet. You can command it to “Attack, Defend and Stand Ground”

It’s the same with all units, aircraft, vehicles and infantry. They should all be set up as Pets. Why? Because pets will follow player command plus you can equip armour and weapons to them. (More information on advance RTS below)

That’s a building on basic RTS system method.

Advance RTS system.

Firstly Advanced Infantry
Pets allow player to equip armour, clothing and weapons to them. If you have a normal infantry men and you want him to be a sniper simply implement a Weapons Chamber & Armour Chamber. In the weapons chamber you will be able to buy cheap quantities of weapons, although these weapons can only be used for NPC unit pets. Kit your guy out with a new sniper rifle and a new helmet.

So appearance of your sniper is looking good. How about skill, it does seem like a lot of scripting of skills needs to be done, but it will be worth it in the end. Implement a Academy. In the academy you can train your infantry units up individually. I’m not talking about grinding but just a simple tell pet to walk on training program square. Select what skill you want to “Teach” your guy. Example “Novice Marksmen Ship - $50”, this will teach your guy novice marksmen ship which for example adds +3 HP. So now when you order an attack on another player/npcs your guy you trained up will have more HP damage “+3”

So there you have it. It’s just a method. It has been tested but not to advance system.

Thanks for reading!

EA CEO Says "We're boring people to death"


Reported by the Wall Street Journal (and covered by various other sites), Electronic Arts CEO John Riccitiello has come to the conclusion that "we're boring people to death... For the most part, the industry has been rinse-and-repeat. There's been lots of product that looked like last year's product, that looked a lot like the year before."

Surprise...Surprise. All we see these days is the same old same. Only a select few seem to be new innovated ideas which will take design to new levels. To be honest its pretty bad to see the FPS genre re developed over and over. As well as RTS and Horror. There is much more to explore in all these genres. Even MMO's have got boring as its same old design elements and same game play. Where is the new stuff?

Nintendo Wii had PS3 & XBOX360 running for the hills. Nintendo are truly leaders in the fun design world. There games are new and exciting, plus very entertaining. So why have EA, Sony, Microsoft & SEGA stuck to the old routes.

Simple. Old routes are the safe routes. Nintendo are daring and dangerous, the rest just don’t want to jump into that fire just in case they loose money. That's all the industry is these days Money. The industry should be for development of new technology and game play. My previous article explaining how interactivity will be a big thing. It will. Players need to be involved more in the game.

I think we should take some advice off Nintendo. Keep It Fun & Original.

Racing Games Being Free of Restraints

As we look into the open future racing games are becoming more realistic by the day. Although what we are not seeing so far is the ability of freedom within this genre. Yes cars and environments are becoming more photorealistic thanks to the every growing technology but have we taken to old methods again?

Many racing games are just track locked games. The player can not exceed the track limits “Go Off Road” unless off roading is part of the track. There only a select few of racing titles which allow freedom to the player. Frankly it isn’t much freedom but its more then being locked to the track. Some titles do actually try to present the player with a “sense of freedom”. They don’t give us total freedom as there are still boundaries, but they do lure the player into thinking there are some sort of freedom elements to the game. I’m of course talking about “Motorstorm” by Evolution Studios and “Dirt” by Codemasters.

Motorstorm to be put blunt is a mad stunt style racing game which allows players to dare jumps while speeding radically fast across canyon terrain. Allowing some sort of freedom element in this title does do wonders. You can actually fall off the track edge, and Motorstorm does place you on the edge. Although there are some limits. Height limits are placed and also the courses are track directed, even if you think its off roading there is still a direct path the player must take to complete the course.

Dirt places the player in a truly remarkable rally “simulation”. Yes dirt maybe classed as a racing game but there are different types of racing game; Arcade, Traditional, Simulation. Dirt has a great element of freedom, it truly does add to the Rally experience. Players can drive their cars off the road, down cliffs and hill sides, and unless you’re a brilliant driver with the Colin McRae series you will find yourself steering off the track around bends and sometimes straights.

Hold Up. Back On Track!

So freedom is a good thing to aim for a racing game, so why hasn’t it been explored more? Simple because it has. If you allow 99.9% of freedom to the player in a racing game you wouldn’t have a racing title, you’d end up with a racing RPG. Racing games need that limit so the players can flow around the course completing laps. If the course is to “Freedom Flexible” players could cheat by taking shortcuts and just go completely off road and ruin the race. We can depend on the limits to sometimes help us get around the course easier, and sometimes having being locked to the track can be a fun experience as you can then turn the speed up on the cars. Giving you the arcade experience.

Arcade racing games always seem to be the joy of the racing genre, demeaning all laws of the real world and just keeping the fun factor real. When I worked on SEGA Rally (PC/XBOX360/PS3) I come to realize that pushing technology for freedom wasn’t really a factor it was more keeping on the arcade guidelines while boosting up the graphics.

You just contradicted your question?

Well yes and no. The whole part of writing this is to show there isn’t any real answer it’s really according to what racing game its set to. I’m sure we will see titles like Motorstorm in the future, and there will also be other games like SEGA Rally in the future, but what can we expect in new game play terms. Yes we do need to explore the future in freedom, but also we need to keep those racing limits. I’ve tried to work closely with the two. It’s a hard balance between freedom for the racing genre. So many questions;

How much freedom is in the game?
How much balance of freedom is their within the game?
Depicting freedom and Gameplay, where’s the fun element on the freedom aspect?

My formula for balance of freedom and locked track:

(1) Track X has X Mount Shortcuts Shortcuts=off-road off-road has limits

This is just a concept. It’s being put into testing.

(2) Track X(Level Size a ÷ Shortcuts b) ÷ 100 x Shortcuts b = Y Freedom

(1) Here’s how it’s set out. Track X has X amounts of shortcuts. Shortcuts are counted as off-road (freedom) but off-road needs some limit (locked track) otherwise the player could stray away from the track completely.
(2) Level size divided by the amount of shortcuts on the track equals the amount of freedom to allow within the track. Example:
Track Canyon(3400x3400 ÷ 6 Shortcuts) ÷ 100 x 6 = 34% Freedom

This is assuming your track environment is square it wont work otherwise.

In conclusion there are elements to look into the racing genre, but still need to keep to the old guidelines and keep the element of fun in the game. Arcade is still a key element to be had in any racing title, but as well as exploring the element of freedom and allowing new game play. With the test formula it’s easy to figure out how much freedom needs to be allowed in that level. There are sure to be many changes in the genre for the next generation, but what elements it will keep going is to be waited for.

Bit of Scripting

Just touching up on my scripting. This is RC script. The Script is A MMO based Special NPC who adds a special quest to the player if player accepts. If not the script terminates.

------------------------------------------------------------------------------------
Function Main()
//Sets NPC's Name
SetName(Actor(), "Old Wise Man")
Return()
//Sets NPC's clothes
SetActorClothes(Actor(), 529)
Return()
//Sets NPC's face
SetActorFace(Actor(), 42)
Return()
//Animate NPC
AnimateActor(Actor(), "Idle", 0.7)
Return()

Player = Actor()
X = OpenDialog(Player, ContextActor(), "Old Wise Man")
DialogOutput(Player, D, "Greetings Youngling, Many moons have spoken of someone with such guidence
as yourself to enlighten your path and fullfil your destiny as a Templar.", 255, 255, 255)

Result = DialogInput(Player, X, "About The Templar", "Im Interested", "No Thanks")
If (Result == 1)
DialogOutput(Player, X, "The Templar Knights were formed on a planet called earth during the medieval ages during the blessing and worship of Christ. Sworn to protect the holy powers the templar’s now roam the universe alliance with the Coalition of the Suns the Templar Knights are to help prevent war between the Coalition of the Suns and The Empriea Imperium Alliance. As well as the Exmpirian forces Templars are also hunted by bounty hunters for federation traders to sell off there Ancient Weapons the “CyroSword, GrailBow (Holocras Arrows)”
Everyone has the right to become a templar but only the true followers of god can embark on the galactic crusade. A templar knight must first journey to earth and find the resting place of the Holy Grail, once there they must then pass three tests, once they have passed the three tests. After completion of the three ancient tests they will then be presented in front of the patent of god there they will receive there blessing and will be able to enter the Templar Knights quarters located on Cordia. There they will be able to learn the teachings of the good book and learn the ways of a knight of god. After there training they are given the holy weapons by the leader.

To present rank and order in the universe the templar knights are ran by the higher orders there are twelve higher order which sit around the round table of king Arthur “The Knights of the Round Table”
", 255, 255, 255)
EndIf
If (Result == 2)
DialogOutput(Player, X, "I am pleased you have chosen wiseley. Goto the ruins of Corcai. There you will seek the Order”
", 255, 255, 255)
// Add a quest to the player's log
NewQuest(Actor(), "Seeking The Order", "Goto the Corcai Ruins and Seek the Templar Order", 255, 255, 255)
Return()

EndIf
If (Result == 3)
DialogOutput(Player, X, "As you wish. Do come see me if you change your mind”
", 255, 255, 255)
End Function

Monday, July 30, 2007

New Concept Art-Work

Had abit of fun for a few hours creating this concept print. Just thought i would post it up here to show you all.

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Sunday, July 29, 2007

Level Design 101 – Part 1

During my days in the industry and working with people on the outside there has always been the direction on level design. How do we define a level?

As many of you know levels are the core if the level isn’t interesting then the player stops. It’s simple. Many artists over rush levels, bugs like texture stretching and just careless polygons left. This may seem great when you’re ahead of schedule but what it comes down to is what players will get. Texture stretching doesn’t look very professional at all.

Motor storm seems graphically brilliant when speeding around those canyon tracks. Have you actually stopped to see how it’s all done? I found some textures stretched on rocks and cliff sides. Although sometimes this can help. When driving at speeds getting a blur effect is hard so sometimes textures are stretched for the advantage.

So what’s the process of level design?
Obviously any of you out there have done a few scribbles laying out a level. As you may of guessed levels start as a scribble on a piece of scrap paper. It’s true ask many environment/level artists they will tell you first thing is “scribbles”, because this is your creative mind at work. You draw quickly to get it all down but come to a conclusion with a small vision of what you want your level to look like. So you’ve just gone from Mind to Paper. You wouldn’t need to worry about quality this is just a “quick get your ideas down phase”. Below is an example of this Mind to Paper action.

Quick scribble of a Toywarz Level

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So you have your scribbles now what?
Well many people go straight to the level package (Editors/Packages) and begin on the level. This is just because you want to see your level in front of your eyes, but hold you’re horses. Before you even think of going to the editors or packages get a clean layout of your level done. Use a 2d package such as Photoshop, Paint shop or even Flash to get a clean good layout of your level. Below is an example of a clean layout.

Below is a Canyon Track Layout

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Ok great. We have a level laid out. Now a lot and I mean a lot of artists/designers don’t use this technique but I do believe it is great to really get a sense of theme and depth to your level plus it helps the artists see what they need to achieve. Style sheets are a great way to get the levels atmosphere and style to the artist by just using a simple technique of grabbing pictures of the internet and pasting them on an A3 sheet. Below is an example I did for a canyon level.

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To be continued…

Friday, July 27, 2007

Define Game-Play Presentation

During my days at Girzzly Entertainment I've redirected the team and the gameplay within Warscathed. By doing countless meetings and alot of discussion i've researched design techniques and the basics of FPS game play. I've come accross a presentation which I would like to give public to help designers everywere understand FPS games shouldnt be a Shoot Kill Mission sort of game. They should be more indepth and allow the player more time to explore and imerge themselfs into the world of the game.

Enjoy!

The Link:
http://files.filefront.com/define+presppt/;8087447;;/fileinfo.html

Game Mechanics Developing Over The Next Few Years

Below is an article I have written on my views of how the industry and game mechanics of today are progressing into the future and what the future will present for us as developers and gamers.

Looking at the present design in the games industry I can see already there are some technological achievements already shown in some current games which we will hopefully begin to see advance in the future. For example freedom within games will become a big thing. Online games seem to scratch the surface but many fail. Many designers look at pushing technology to its limits, space within levels are maxed. Dark & Light (MMORPG) was classed as the worlds biggest MMORPG, but had its disadvantages on how to fill all that space. Already MMO’s are using computer generated Locations, Quests and NPCs as it would take the artist/designer more time to hand create/place objects, quests etc. More or less new design ideas such as different ways of interacting with the game interface will start to play a big part in the next generation. Touch and speech will play a big part in players interacting with the game. There’s already a prototype by Meta Mersion where the player actions appear on the screen. These include; Crouching, Ducking, Leaning, 360 viewing movement, crawling and standing up). These are demonstrated using Valves prodigy Half Life.

Technology we can relate to which will play a big part in the future of game mechanics would be Sony’s successful eye toy. The player can use their actions to interact with the mini games presented on the eye toy. Players can wash windows and even do karate in real life which is then processed on screen to the game through the eye toy. Another big player which is the Nintendo Wii has already started to journey into interactive game play. Design aspects of motion sensors put into the controller allowing actions such as Swings, Slashes and even punches. Increasing interactivity is already number one on the list for the future of game mechanics. Players find it more enjoyable to interact with the game full on, instead of through buttons/keys. It won’t be long until we see MMO’s adventuring into the interactive side of game play. Soon we will be able to play World of War craft virtually using headsets which set the player into the world of Azeroth, interacting with players by reaching out and virtually tapping them. Communicating via microphones and battling them from sensors placed in the player’s gloves.

Games which relate to Gears of war in the same layout and game play will become more life like in the next few years. Cry tech’s Crysis is already producing photorealistic screenshots and showing off the huge environment technology they have developed into the game. It won’t be long until game graphics become life like as well as key fundamentals in game design. Imagine Sims in a few years. Will players be able to design there home they live in real life and then walk around it in virtual space?

At the moment there is a MMO that has drawn in many players and business people to the virtual frenzy. Second Life offers virtual reality where players can create a world from scratch using the building tools integrated into the games engine. Many businesses hold meetings on this virtual space and even create virtual offices. Some universities in America are currently holding lectures for students who can’t attend lectures in real life. Is this an advantage? Could the future of our life style (Education, Work and even politics) be played out in a virtual space such as second life?

Games will get better in graphical terms but it isn’t always about the graphics, game play is the key in any game. The future withholds many wonderful things for the games industry. Designers now should start thinking of the future game play; instead of recreating the same idea over and over for games, which are around 10-20 hours fun then the player gets bored. Designers need to get the next generation of games in the pipeline, instead of relying on old ways to get them through. New ways need to be created in order to expand into the future.

New Work - END



I decided two weeks back to join Faramix, who are developing a game called END. As it's abit different from what i'm used to on developing racing games and MMO's. I'm sure it will be a good asset to my knowledge and help me develop and prosper as a designer.


Details:
Position: Designer

Sculpting MMO Landscapes

Techniques of Sculpting MMO Landscapes

Firstly let’s start off with looking at how MMO landscapes are presented within the world of massive multiplayer online games.

Many developers when creating a zone/persistent based MMO use a variety of tools. Using the zoning based method can save a lot of loading time and allow the developer to pack a bit more detail on the poly count rather then on a persistent terrain were a lot needs to be carefully done to prevent lag. Although using persistent based method can give the player sense of depth and freedom with the MMO.

The actual terrain with any MMO game is usually made within a modelling package such as Maya, 3ds max or Z-brush. However some developers prefer to use there own In-house world editors which can be an advantage and disadvantage.

Using a modelling package can give its advantages and disadvantages, advantages are you have complete control on how the terrain is shaped, the detail of the terrain and easy modification to the terrain. As well as being able to cut holes in the terrain to allow caves and tunnels to be placed. However disadvantages of this are using a modelling package can sometimes give you a very high poly mesh. Advantages of using a world editor is that the mesh presented for the terrain is ready for in game use. All you have to do is add some elevation to the mesh and hit build. Disadvantages are that the editor’s mesh is limited on the amount of polygons, so you couldn’t add extra detail on cliff sides or huge crevices in the ground. However there’s a way around both methods. Combine them.

Combining both methods seems to give of a greater benefit for the developer and can produce excellent in-game results. The technique myself uses a-lot, is to create your terrain in your preferred package, I use Z-Brush 3. Then export the terrain to World Machine, World machine is a complex world generator which can produce highly detailed height maps which is perfect for MMO landscapes. Once world machine has done its work and the height map is produced, you can then use the in-house world editor to create the detailed terrain by using the editor’s in-game ready mesh. Some editors even allow the developer to create bigger meshes to add more polygons for this technique.

Once you’re happy with the mesh poly-count, apply the height map that is generated from world machine to the mesh in the editor. With luck you should see a highly detailed landscape but with a low poly count.

Just a little note, world machine was just an example program I use. There are others out there. Terragen, Geoscape and L3DT are all excellent programs which can produce some excellent height maps for your landscapes.

Sunday, July 22, 2007

Keeping My Brain In Gear

To freshen my mind with ideas and to keep it in shape, i've devised a challenge last week. To come up with 30 game ideas which would be commercial quality based. Strong rich storylines and new authentic ideas.

The Game Ideas Challenge

Its comming shortly!

SEGA - After 6 Months

After six months with SEGA. The Game SEGA Rally is comming to an end and everyone is starting to move on. My contract has ran out so now im looking onto the brighter horizions with other game companies.


Saturday, July 14, 2007

Finished With SEGA

After 6 months i've come to the end of my SEGA job. Employed as a environment artist and then worked on front-end work.

I worked on the Canyon 2 Level with a senior artist. Then put onto take screens of the game to send off to the press. Then helped work on the front-end for the car selection screens.

Below are screens of the AAA title - SEGA Rally. These have been released to the press.

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Wednesday, May 23, 2007

Friday, January 19, 2007

Brushing Up on Max Skills

I've recently been working on a small Environment Scene. At the moment it is still a concept model but hopefully i can get it reworked over and normal mapped. Below are renders of the concept model. I have gone along the lines of Gears of War post Apoco style. This map is a Multiplayer map for a small XBOX 360 FPS project using Gamebyro + Xport and SpeedTree tech.


Monday, December 18, 2006

Environment Show Off

Did this little pieace to show off to SEGA. This small video has a complex structure. Although its only 6 seconds long about "34 Frames" it uses alot fo Directx9 Features. Advance reflection on the car so the reflection is rendered in real time. Also added to the windows. Bump mapping added to the surroundings example the road. Normal mapping to the buidlings and to finish it off the Bloom effect.




Axion & Solar System Studios

Today im glad to announce that we are taking on a well established client "Axion". Axion have a MMO Skating title in the works "Skate or Die - An Urban MMO". They have chosen us to be create the assets and environments for there game. We are very excited to be working with them and have big plans in the future for there title and others to follow.

16/12/06 - Solar System Studios™ & Axion™ USA Today Solar System Studios™ has taken on work for a new title "Skate or Die®" which is being developed by Axion™ Studios in the USA. With the first skating title to ever come about on the MMO market. This is still very much under wraps and still alot to be done before any screen release.

Friday, December 15, 2006

A New Path


Hi,

Ive recently been asked by SEGA to go for an interview for there SEGA Racing Studios in Birmingham UK. They are the guys behind such titles as SEGA rally, and currently working on Next generation racing games for PS3 and Xbox360. Very exciting i know!

My interview is on the 19th December at there studios.

Here below is a few previews of what im taking into the interview with me. Enjoy
*Note Models are Work In Progress"























Friday, December 01, 2006

Looking Back

Hi,

I have decided to look back into my history of the industry. Here below is a brief post of my gaming history also announced the Next Gen MMO Concept I’m working on (With Solar System Studios development team).

First StageFirst Stages were among the most popular, showing the community what I was made of, in 2003 I worked on a 2d RPG concept as a freeware on a 2d RPG Engine.
Mafia: Suited Men (Prototype)Mafia suited Men has to be one of my first “full game” although it wasn’t a full game as such but just a prototype but at least it was a modification for a change. I got to work on Pixel 2D art. Although I found this challenging and I still prefer 3D didn’t mean I didn’t enjoy it.

Download the 2d version of a test client of Suited men only one level(Click setup to install and enjoy)

http://files.filefront.com/Suited_Menrar/;4275027;;/fileinfo.html

With the first stage having a mild response of the public I then decided to leave Suited Men. Not for I didn’t have the technology but I would just be in the retro style of games. I wanted to push my Mafia Idea to current generation.

Second Stage

Now for the modding days. I decided to work on some current gen games but as a modder. Although this had some limitations I was able to learn in-depth detail on many game engines (structure, model structure, poly counts, level editing, scripting)

SAS: Codename Alpha Bravo 2 Zero (6 Man Project)

My First mod to hit the headlines. Designed for battlefield Vietnams Directx9 engine, SAS was there to offer quality realistic and fun gameplay for all players. What struck a lot of the public was our highly detailed models. The levels were fun to play and gameplay couldn’t get anymore SAS realistic.

Toywarz (One Man Project)

Probably one of the mods that not even a game has come into works. Toywarz would kick out the average Joe soldier and size them down into toy soldiers. Running around the house in teams, fighting against teddy bears and plastic army men. Toywarz was defiantly a big change to many Battlefield Vietnam Mods, over 1,000 downloads on fileplanet.com on release night. Toywarz is still an idea kept for actual full game, But this would be for the future.

A Jedi Order (One Man Project)

My big success, it was simple but effective. The day of release over 5,000 downloads. The next day the mod hit Fileplanet.com’s front page. So what was the fuss about? Well Star wars Battlefront released with no option to play as Jedi. Well A Jedi Order would not just allow you to play as Jedi, but also give you force powers to play around with. Elements of Gameplay were also added for more fun Star wars experience. A Jedi Order after weeks release and 10,000 downloads on fileplanet.com soon got an email off the PC Gamer Team wanting a small article in the PC Gamer magazine Issue 152 and placed on cover disc. Best thing with A Jedi Order this was a one man project by me.

Third Stage

It wouldn’t be long after my modding I would revisit the Mafia idea. Mafia Online was created April 2005. I started to work on its brief game treatment documentation and add all the ideas what many online games didn’t see to have at that time. Mafia Online would be the first true fully 3D Online Mafia Game, but that was to change as another project announced Goon World, this did not stop my concept but what did stop it continuing was Technology at that time I didn’t have the resources like I do now. So I kept Mafia Online’s Docs/Models/Sheets/Concepts for another day (When the technology was available)

Fourth Stage


Now lets get into the Big Designs. Now MMO’s are a designers biggest challenge. AWO (Ancient World Online) is my challenge in design and engine detail. AWO I have designed to be Next Generation from the Ground UP. The Design documentation is at a huge scale which shows how big AWO is designed to be.
I firstly started by myself using RC for a prototype of AWO with the MMO features. After I got a few lands up and running I started to run HUGE terrain projects one the public know is “Test Worlds” this would use the L3DT terrain generation system to create huge terrains in RC for AWO’s prototype.
After the prototype stage I gathered a team together, many of team members have heard of my name and seen my success’s. Some were from EA others from Acclaim and even some from Ageia. I had the best at my hands. We only aim to create the concept for AWO to present to a publisher but because of volunteer work it became more harder day by day. What I have learnt is money motivates people and if they aren’t getting paid they slack off.
AWO has only just reached visual demo phase and concept. We had some talks with BigWorld Tech party and have acquired there Evalu engine for AWO demo to be presented. BigWorld Tech offers the next generation technology for Big Commercial Developers. To be able to speak to them and actually get accepted was a great honour and using there tech was also an amazement.

New FPSC Screen

Hi,

Today I have some new level art to show off. Currently done using FPSC, i have tweaked the engine for better performance and detailed object texturing. Features now can be seen of, dynamic lghting, shader 2.0 support, soft shadowing, contrast and hue varient.

The FPSC engine is run on a low version of DirectX9 using the SDK i hope to port over to Directx9 new edition or even Directx10. As for now i will keep to level design and tweaking using FPI scripting.

Temp Working For Alternox Studios


Hi,

I am temp working for Alternox Studios, Chigwell, Essex, UK. Who are at the present time working on a MMORPG using the RC2 engine. This game boast to be an indepth Medevil Tropical MMO. With all the fun in the sun. Graphics are current generation, supporting shader 2.0 and directx 9.

I have joinned the team as a Game Designer, but im more of a creative lead artist as i am designing the environments for the MMO, many levels consist of desert towns in sort of a close to close style.

Here are a few examples of the work being done:

About Realm Fighter 3D

"Realm Fighter is a 3D online game - a massive multiplayer adventure (MMORPG), with monsters to kill, quests to complete, and treasure to seek. You control your own character who will improve and become more powerful the more you play. This is a game where everything that happens isn't pre-determined. The possibilities of what you do in Realm Fighter are endless – the paths you take in the world are up to you, but one thing is for sure, it won't be easy! You have an ultimate mission to become ruler of the realm! But remember, dark secrets lurk in dark places…"


Response from the studio so far.

“Solar System Studios has helped us develop the impossible of a in depth Massive Multiplayer of massive proportion, also we are amazed by the professional quality of the models they have produced for us” Jonny, CEO Realm Fighter."

Most of the game play and features are still underwraps and are kept from the public. Realm Fighter will be the first Medieval MMO which has the tropical style to it.

Thank you

J.Allsopp

Monday, October 23, 2006

A Talk At GDC London 2006 I Did

Here is a written version of the speech I gave at GDC 2006 Europe on “A MMO doesn’t have to be fantasy” James A: “The MMO industry has been going for years and most MMO’s we see today fall into two categories. Fantasy & Sci-FI. Have we not learnt that remaking games/ideas is a bad thing? Although most MMO’s do sell these days within these two categories I for one am tired of seeing the same dragons and medieval knights or sci fi soldiers and space craft. Man gamers hopefully agree with me, you are just paying for something that has been redone twenty times over.

Today is the future of the games industry and next generation of technology. Which means NEW ideas. I stress this as many game designers of all kinds be they Indie or commercial still seem to go along the lines of Fantasy or Sci-FI. There’s so much room for more than just these two. I do state there are MMO’s currently on the market which are unique. One in example is Second Life. I’m sure many of you have heard about it and how players generate real money from it from just building houses and online business’s. I’m talking about having Social + Game play meets as well as keeping the ongoing new experience. For the new experience to be given to a MMO we need to be thinking of something unique and not just Fantasy or Sci-fi. Examples of such as a Wild Western MMO were players can go back to the times of the Wild West. Certainly giving GUN and Call of Jurez and run for there money. I know i have seen on the realm crafter forums which currently supports indie developers and Bug MMO, were you are shrunken down to bug size.

Exceptional idea I must say. Ideas don’t have to be based on human characters, why not have cars? Planes? Ships even. I know a good MMO in production A Burning Sea which is a pirate MMO. Maybe Game Designers need to look into idea generation more. An Egyptian MMO “A Tale in the Desert” is a prime example of looking back into history for game design ideas. I think we need to broaden the horizon and I’m pleased to introduce Andrew the Lead game Designer from Axion. “ Andrew G: “As Mr Allsopp stated MMO’s need to look towards new ideas, I personally like the idea of a prehistoric MMO, fighting and owning dinos. Building small cave man villages and working together as a team. Yes I’m her from Cambridge today to talk to you about Team Work and Social ability in a MMO.

I myself are looking at Team Work within a MMO. Most MMO’s I know have this from the feature Guilds/Party group, but what if we needed another team mate to boost you up a wall in a MMO. Yes I have had a chance to glance into the future of MMO technology and a bit like splinter cell a MMO (Wont Spoil The Name Yet) will be offering that sort of technology. Getting back to our team work talk we can clearly see that many game designers allow some sort of interaction with other players but do they really have enough available. I will now hand you back to James who will talk you through the features and new experience with there title in development Ancient World Online.”

MMO Idea Discussion

Okta (Rc Forums) "I think technology is the thing holding back new ideas. You can make an mmo about whatever you like but it wont be far different from whats offered today or in the past. Whats missing is much greater network bandwidth and VR. Untill i have my VR mmo with the latest fps physics i wont be impressed by much."

Okta, your right technology does hold us back but the that is hoping to change wit Realmcrafter/Multiverse/BigWorld(Indie Version).

Altair you talk of what’s in the games, categorising them is there genre, so we all no Anarchy online and SWG and Sci-Fi's and World Of Warcraft and Arch lord are Fantasy. That my friend is how the industry works which isn’t a mistake. Many designers need to think things over before they go o the full length of the MMO production. Most game designers come from strong backgrounds in the industry. This is were indie development comes into the cliche. Whats so popular about the MMO game genre anyway?

Why don’t small game developers go make FPS Games, RPG, RTS. Well the answer is everyone knows a MMO is for the professional of all designers and takes a lot of hard work and dedication for a successful mmo especially out of the Indie Industry. Here below are just some examples of MMO's you could go along for.

1. Zombie/Evil MMO - First Ever Scary MMO
2. Wild Wild West - Indians and Cowboys
3. Prehistoric MMO - My Personal Favourite
4. Mafia Online - Already in development but there’s only 2
5. World War 2 Online
6. War In Iraq
7. The Online Olympics - An Animators dream
8. Hunting MMO - Hunt Dear, Rabbits with friends
9. Africa Online
10.DrugLord Online - Build Farms, Battle Others, Become the richest
11.Rally Online - Characters don’t have to be humans
12.F1 Racer - Very popular within the racing culture
13.Atlantis - A mermaid MMO
14.Something Like Sims Online
15.Snowboard Online
16.Skater Online (Extreme Sports like Tony Hawks Games)
17.Samuri Online
18.Assasin Online (Medieval)
19. Vampires, Werewolf’s - Like Buffy the vampire slayer
20. Pokémon Online - One brilliant GBA Game turned into Online
21. Pirate MMO

Just some ideas I jotted down last night. Its great to be able to come up with ideas but to develop things further takes an expert and able to go from Paper to Pixel the industry term of Game Design is a hard task. I for one are still in consultancy and are happy to give anyone help on there MMO if needed. I have plenty experience in the field and most of the time give talks around Game Design Classes in the UK and I have done 2 GDC Talks.

RC - Error using it to my advantage

Right I don’t know if this is intended but I’ve been told it wasn’t possible with rc. I decided to play around with my clothing and took off my trench coat, clicked dropped and it dropped onto the game world. So now I could see a trench coat in front of me. Logged off shut the server down, logged back on few mins later it was still there! Does that mean Housing is now possible? I’m going to be playing with this

Well the idea was to: Go to a estate agent in a capital city, you buy a house deed, this appears in your inventory. You go to your chosen spot (although AWO will have rules for this) and you click drop and bingo you have your house. Then go out buy furniture etc Same with camping (from SWG) we will have something along these lines a small fire and chairs and tent to enjoy the AWO skies and environment. I deliberately crashed it (The Server) to see if the item would go away its still there

RC & SWG

Well I’m in the mood for some questioning the RC system and my own game design know how. I am truly fascinated by SWG (star wars galaxies) since I became a Jedi a year ago I have been bored from its phase, but what I went though to get it was truly amazing. SWG has many things the player wants and pulls of sci-fi theme to a tea.

Although I know some of you could be saying well I know a few things that would make SWG much better, but as it stands what WAS (because of there new fps system) was great to play. Now they crashed and burnt and players leave as SWG adopted that fps system and easy Jedi path bounty hunter etc, Old SWG is the one for me hence why I play with SWGEMU software with a few other 100 people who prefer the old versions. Also a nifty thing is no paying.

Okay that’s a start I want to compare an RC design to SWG. My first love for the game was friends, as many mmos I’m sure all of you have met some awesome people on these online games. I enjoyed the concept of you can basically live out your own Star Wars life, I firstly can remember meeting with a small hunting guild and going hunting for Rancors and such on coronet.

Firstly we would get all our equipment together, go to the local market and buy some supplies for our hunting trip. We reach a small spot and set up camp talking about were each other are from etc. After awhile of getting to know each other we decide to go off and get hunting. Now lets stop there a brilliant experience so far, I was able to find a guild buy supplies then set up camp in what I though was a beautiful environment (the artist on the dev team have done great work).

Now the RC way. I’m not entirely sure if you can have the option at the moment to drop an item which sets up a camp in front of your eyes and you are able to interact with the chairs. But I’m sure it can be possible in pro. A guild system I can see is already in RC and advance features are sure to come along soon as RC matures. Right that was a small experience now lets get into the hard design of SWG.

The Skill Tree System was enjoyable, very time consuming but many players enjoyed it and the developers would to meaning longer the player spends more the money. Its system was to start off small and gradually gain big going through a three way choice system. You would need to complete all three choices to become a master in that skill. Something set out like this --------------------------Master Brawler Advance---------Two Handed Combat----Rifle skills Brawler II-----------------One Handed Combat----Grenade skills Brawler I------------------Basics of combat---------Pistol Skills -----------------------------Starting Off I’m sure RC is capable of something like that, a lot of scripting may be required. Now the combat system is really the same as many mmos and RC is getting around it. Meaning learning new skills and adding them to your bar at the bottom or some may be key mapped (probably possible in RC pro)

Questing is another RC is capable of, SWG may have some advance quest but with some knowledge of RC scripting I’m sure its possible. What I loved about SWG is you can own your own house, or if you’re an architect you could build your own house. My theory behind RC way is to go to a vendor (estate agent) buy a House Deed and then when you find your spot were you want your house you can drop it and bingo there’s your house. Although I think RC hits a sore spot there as dynamic terrain becomes a problem and also meaning the servers will probably have to run more or less 24/7. Lets move onto Spaceports. Now SWG allows the player to purchase a ticket to be able to travel from planet to planet. This would easily be possible. My theory would be. Have your avatar walk into a space port. Purchase a ticket to say example “Corent 9” Now the vendor gives the player the Corent 9 ticket, so if the player tries to access another shuttle gate he/she will be denied. Now you are in the waiting lounge or lobby. SWG had a nifty little timing system on there space shuttles which got annoying at times but kept things under control. Maybe RC will be able to have a timer set on the gate you wish to go through and when that timer hits its waiting point say 5 minutes the gate doors open and behind the gate is your shuttle waiting, the gate then waits 2 minutes then the doors close and timer starts back again. Now all you do to get from the planet your on is walk up to the space shuttle and there should be a warp which takes you to cornet.

So we actually avoid moving the shuttle as it stays there all the time, but its all controlled by a timer system on the gate. SWG one is nice as you can see the shuttle land from outside the shuttle-port but that would be getting a bit complex for my liking. Now lets go for Space. SWG is massive for its space flying. Now we kick into freelancer concept. With SWG planets and freelancer flying around in space. Meaning trading lanes, I don’t know how this would be possible in RC any help? Warp Gates to next solar system, Easy just use the warp option in RC editor Also landing on planets freelancer used 2 gates which are located outside the planet, you can approach one and it’ll open and you warp back down to the planet your entering (planets capital city).

My theory for RC would have the same thing but keep the gates open and so when you fly your ship into the gate you warp to the cities capital star port were your ships parked and your character is standing by it ready to roam that planet on foot/vehicle. Using vehicles like hover cars and tanks/jeeps etc would be just using mounts as you do like animals. In space you could also in RC easily have comets (make them as NPC’s) and worm holes can be a huge funnel model animated (rotating) and half way through a warp to a random sector of space Entering space stations I’ve seen are straight forward a space station in space you approach it warps you into the stations interior or as KevinMC in his ZOC game has clearly shown it can be down. Well that’s all I can think of at the moment I will be posting more soon. Any comments or additions would be great, thank you

Hyperspace with RC Engine

Not sure yet but a concept idea would be when click hyper space it creates a way point which you go into and creates another one the other side, but not sure if RC scripting allows that after you finsihed hyperspace they delete, so on a timer, or maybe we could use when click on hyper space shows a map you click were you want to go, and boom your there.

Concept:
Create an emitter, a swirling vortex or something, use a timer script then a warp script

Using RC - A MMORPG Engine - How I Plan To Turn it Into RTS

Hey, I was wondering, this is the basic system we are using to Mask this MMORPG into a MMORTS how you say?

well this is my concept

1/ each player starts off with a HQ construction deed in there inventory.

2/ Player then goes into the lobby were there are 5 portals to different home worlds, we do suggest you choose your race home world.

3/ once there you can explore miles and miles of terrain and once you’ve found a perfect spot for your base you click your HQ deed and it appears on screen *okay so is number 3 possible, maybe if we set the HQ to a pet? once then you buy them u can put them in your inventory and get them back out.

4/ once you’ve built a HQ you can select from he HQ to build a barracks or resource refinery *The HQ will act like a SHOP so you can buy for example a barracks (maybe the barracks should be a pet) then you can place it and once your barracks is placed the barracks has its own shop to build units (now they are defiantly on the pets system)

Sunday, July 30, 2006

My Resume

This is Updated - Just Its Kept Down Here :)


Personal Details

First Name: James
Last Name: Allsopp
Initials: J.W.A
D.O.B: 13/04/1989
Gender: Male
Nationality: White British

Education

1994 – 1999 – Severn Banks Primary School
1999 – 2005 – Whitecross School
2005 – 2006 – Wyedean Sixth Form Centre

Employment History:

Faramix Enterprise – July 2007 - Current

Designer
END (PC/Xbox360)

  • Create detailed game documentation for the game
  • Help polish off game documentation with lead designer
  • Plot Game Flow Diagram & System
  • Create Technical Trigger Layout Documents for Level Designers
  • Create Style Sheets for Artists
  • Create Front-End Work
  • Help Out When Needed
Brief
I joined Faramix just after my contract ended with SEGA. I was contracted onto the Faramix team as a designer to help create documentation, game play flow diagrams, front-end work and also help direct their artists on level design. I’ve archived a lot with Faramix and brought in some new techniques helping the designers communicate with the artists, using style sheets is a good example. I’m currently helping them get their pitch demo up to speed and AAA title quality.

SEGA Racing Studios – March 2007 – July 2007

Environment Artist
SEGA Rally (PC/XBOX360/PS3)

  • Ability to consistently produce high quality models and texture work – delivering them on schedule.
  • Taking direction from the Lead Environment Artist to produce environment artwork that is visually and functionally consistent with the rest of the game visuals.
  • Create environment geometry using proprietary design tools.
  • Furnish large game environments to designer specifications with buildings, props and features.
  • Ability to review and constructively comment on other artists work – both in-house and outsourced.
  • Work with other members of the team to provide balanced solutions to both technical and aesthetic related issues.
  • Maintains a strong knowledge of innovative game production technologies and techniques
Brief
I joined SEGA just after my second year at collage, being the youngest to be taken on was a big praise in my dedication to get my foot in the door. My task given was to create environment art for there up coming title SEGA Rally Revo (PS3, Xbox360, PC) I quickly got to grips with the in-house tools and also the Dev Kits for PS3 & Xbox360. I worked on one track under a senior artist then progressed onto taking Screenshots to show at Media Events and to companies such as Microsoft, Sony and SEGA HQ.

Solar System Studios – April 01 – December 06

Self Employed

  • Offering 3D Art Creation to Independent Developers/Small Companies
  • Creating Commercial 3d Art Assets for MMORPGS
  • Creating Design Documentation for Independent Developers
  • Level Design for Independent Developers
  • Game Design Consultancy for Independent Developers
  • Create High End Design Documents & Production of Prototype’s

Brief
Solar System Studios was a small business I ran to start earning money while learning on the way. My main production was 3D Art assets for MMO’s. I have modelled sets of World Models for 6 clients and have very positive feedback .
“Without Solar System Studios service we wouldn’t be able to keep on schedule, Solar System Studios has helped us out a lot with excellent quality service” Jonny, CEO, Realm Fighter 3D
I closed Solar System Studios in December 06 when I got offered the job at SEGA Racing Studios.

Mod & Volunteer Work:

Ancient World Online – April 05 – September 06

MMO Designer
AWO – Prototype (PC)

  • Create extensive high end Concept & Game Design Documents
  • Create Game Play Flow
  • Create skill systems
  • Create professions systems
  • Create Item Sheets
  • Maintain Good Communication between artists & programmers
  • Help create high end pitch DEMO
  • Create extensive MMO World Lore
  • Maintain Games Vision
Brief
Ancient World Online was a high end MMO project I did with a few experienced friends. We had a team of 16 helping out to create AWO’s Prototype. My role was to make sure all the in-game systems where designed properly and the aesthetics of the game would suit the audience. Game play had to be simple but offer complex events. AWO’s team split in September 06 due to some of our members got into the Industry. Although AWO is still kept alive on my computer with all its documentation, Pre-visuals and Prototype.

A Jedi Order – April 06

Creator
A Jedi Order – Star wars Battlefront (PC)

  • Add ability to play as JEDI
  • Add FORCE powers
  • Implement a new Game Play System
  • Balance out JEDI & Normal Characters
Brief
A Jedi Order was just a small hobby project which I put myself to. It took me around a week to create it, although I didn’t know it would become a big success to me. Over 10,000 download on release night which was a Friday. Then week after had an offer to publish the mod in PC-Gamer Issue 152. Everyone could now enjoy Jedi in Star wars Battlefront.

Solar System Studios – Jan 01 – December 06

Owner/Designer
Mafia: Suited Men (PC)

  • Create Concept Documentation to Support Design Idea
  • Create Game Design Documentation
  • Create Technical Design Documentation
  • Create Pre-Visuals (Concept Art, 3D Models)
  • Create Mock-Up
  • Create Working Prototype using RC Engine
Brief
Mafia: Suited Men was a personal project of mine. I started off using a Game Boy type engine. The proceeded to forward the game into 3D. Mafia was defiantly a very big project to undertake. It was my decision to make a working prototype of Mafia Online. I only ended up keeping it as a document based concept and it never got to any sort of Alpha stage. It was a working prototype which I Enjoyed making for a hobby, to gain skill and experience in Design/Art/Programming.

ToyWarz – September 05 – October 05

Owner/Designer
ToyWarz – Battlefield Vietnam Engine (PC)

  • Bring Something New to the Battlefield Modding Community/Gamers
  • To create something purely base don my imagination
  • Set challenges to overcome (1 Month Production Time)
  • Design & Layout 2 Levels (Bedroom Warz & Full House War)
  • Create & Animate Toy Characters
  • Create & Texture Weapons
  • Create & Texture Vehicles
  • Script vehicles
  • Script weapons
  • Script Teams
  • Script Online game modes and game play
Brief
Toywarz was a bit of fun. Something new and vibrant. Give a wooden toy soldier a rifle and let them pit against each other around a bedroom and full house levels supporting up to 60 players. Toywarz was defiantly a hit with players. Although on low end machines it would run a bit slow. The community grabbed this mod straight up and gave me a lot of credit. A Release was made to the community along with the Level Configuration files to allow the community to create other Toywarz maps.

SAS: CAB2Z – April 05 - September 05

Owner/Designer
SAS:CAB2Z – Battlefield Vietnam Engine (PC)

  • Create a Mod using the Battlefield Vietnam Engine By EA
  • Create a SAS directed mod
  • Create a mod with face pace action and extensive game play
  • Design a team work based system changing Battlefields Game Play
  • Create Weapons & Characters
  • Design 8 Levels which would include (Urban, Desert, Jungle) Maps
  • Create New Game Play Modes for Online Play
Brief
SAS: CAB2Z was a big success on Art work. Many people would look to its weapons and characters as professional quality. It was once big step for me and my learning curve was very steep but like all my mods I got there in the end. The mod gave me a lot of publicity; I even got invited down to EA’s UK studios to play Battlefield 2 with other mod developers.

Skills

Primary Skills
(Includes Single player & MMO Skills)

Writing Game/Concept Documentation, Creating Game Play Flow Charts, Creative writing, Project Direction, Game layout documentation and plans, level design, world art, textures, asset production, extensive knowledge and practice with high end assets. This includes normal maps, many Shaders and asset production.

Secondary Skills

Front-end design, concept art, web design, basic animation, Basic Visual Basics, Design Tool Layout

Other Skills:
Graphical Design, technical drawings, logo design, Rock-climbing all Grade Pass up to 12a, St Johns Ambulance level 2 First Aid, Trident Gold Award – Skills for Life, Armed Forces Cadet – Shooting Team, First Class Marksman, Fine Art (painting and drawing skills)

Program Knowledge

3D Studio Max (V3-V8), Adobe Photoshop, Microsoft Complete Office Suite (including Visio), Visual Basic, Speed Tree (RTS & MAX), Endorphin, Z-Brush, Battlecraft 42, L3DT, RC Zone Editor, Unreal Ed, MV World Editor, Big Bang, Macromedia Flash, Macromedia Dreamweaver,

Engine Knowledge

Big World Tech, Gamebyro, Unreal, Multiverse, RC 1 & 2, FPS Creator, Torque, Reality Engine, Law Maker, PS3 SDK, XBOX 360 SDK (Console SDK only on Art Side) ,VBS1 (Virtual Battle Space), Battlefield Engine.

Interests:

My current interests are mainly to do with Computer and Design. I am dedicated on reading entire collections of books on game design. I have been reading books for about 2 years on the subject now and have gained a lot of knowledge and in sight into the industry. My current hobbies are based on game design; they vary from modelling, to level design to lore and world story writing. I also do some concept art and plans for cities and scenario for my game.

I love to play around with 3ds studio max and its elements/tools. Also I have started searching for a good level design editor/world builder I’ve tried many and have skills from modding editors all the way to BigWorld Techs Bigbang world editor. I understand Game Design is hard and to be a game designer is very hard and rare to become successful but I’m dedicated to proving people wrong. I will carry on going until I reach my goal and this is what usually takes up all my time.

Although I am interested in game design a lot I do have other hobbies. Such as rock-climbing and biking also I enjoy fine art and acrylic painting (expressive/landscape painting usually). I also enjoy photography and graphic design. I also have a passion and skill at web site design. With merging my graphics and photography skills using Photoshop to give a professional quality site.