Monday, September 26, 2011

Planning part 1 - Basics and Personal Thoughts

Alright, 

Recently I have been looking into the following Recreating Space Station 13 in full 3D. I am aiming at a art style in the vein of Minecraft but with gibs and plenty of ways to die.

- Spark Engine (Unknown Worlds Entertainment proprietary engine) Note: Currently not licensing at the moment. However they stated they will change that come version 1.0 of the NS2 (Natural Selection 2).
- Cry Engine 3 (Crytek's Proprietary engine) Most notably known for the games Far Cry, Crysis, and Crysis 2 and a few others (Home front 2, Ryse)  that are coming out soon.
- Unity 3D 
- UDK (Unreal Development Kit)

The Game engine of Choice is...

Anyway I am most likely going to use the Spark Engine when it comes out or the Cry Engine 3. But until then I am going to keep planning.

Doors in Space! (Exploding of course)

Ok, I am linking the following video it is the opening scene to Star Wars - A New Hope. Now observe when the storm troopers breach the door it blows to bits.






I do not want that The explosion needed more volume for a door (Unless it was paper thin)




Now watch this video when a door is "Breached" via explosives their are Chunks of the door still there while some fly off in the distance. Pardon the pudgy police officer.

That is what I want. Combine this with Uncontrolled Decompression of said room. 

Art Style - 



I have a obsession with the minecraft art style. Mainly due to the fact that it is so simple. Well I am putting that art Style into Space Station 13D. 

2 reasons why I like it -

1. The Less polys the better (The more polys on screen means the more processing power taken up by the GPU/CPU) and since a simple cube is made up of 8 Polys and 6 Faces this is good for performance.

2. The Simpler the better. I cannot model all that well I can rig but not model characters very well. Which gives me a valid excuse for the characters and the in game props.

So what does this mean?

The less amount of poly the better (Better performance) and in theory you could increase the player count if player meshes were extremely low poly. That includes Cry engine 3 and Unity3D.

Crafting on a space station!

The Original Space Station 13 had the ability to craft and maintain the station. I was thinking about a visual crafting system. That in theory could allow you to craft a mop with a blade on the end, Shock Batons for security, etc. If there was an attachment slot on an item you could easily focus on just making kick ass Items.

Planned ways to die! (Brain Storm)

Please note that this section is just a brain storm not a confirmed list.

Electrocution
Blunt Trama to the body / head ( 2 or 3 blows from an hard enough object should do)
Lit on Fire
Explosion
Head Exploding (Gibing)
Being Vent into Space
Alien Parasite
Exposure to Radiation (No Protection)
Disintegration  
Getting blow to bits (Gibing)
Blood loss

Thoughts on atmosphere loss (Life Support Loss)

I was thinking on how to make a catastrophic life support failure for an entire space station. This is what came to mind. If an air lock is breached via an breaching charge lets say. 

Then near by rooms would go into "life support lock down". People could leave via the maintenance tunnels but if those were breached then they are screwed. If a normal door is breached during the life support lock down then the rooms occupants may or may not be killed.

If they have life support masks on then they are fine.

If they do not then they are royal screwed. Resulting in a very painful death that involves their body exploding.


In Closing

This is just part 1 of my planning for Space Station 13D

I am going to do some 3D modeling with blender (Soon-ish)
As well as watching some tutorials on making gibs in blender. : D

Sunday, September 25, 2011

Space Station 13D - The Development of Space Station 13 in 3D Begins now!

Ok,

This is a personal Blog / Development blog (of sorts) but mostly theory / Brainstorming about how to make a 3D Space Station with a liveable atmosphere and a Power Grid on various engines. I will be attempting a prototype on the Cry engine 3, Spark Engine, UDK (Unreal Development Kit), and Unity 3D. Just to See which one works better. I am most likey just going for the Spark Engine or Unity 3D engine.

Before the prototyping just a preface on what Space Station 13 is and what it can become.

What is Space Station 13?

Space Station 13 is a popular multi-player sandbox / survival game that originally started out as a cellular automata and quickly turned into a game of a fully working space station. The game like most had it's pros and Cons.

Space Station 13 was a incredible 2D game however you could interact with the environment and its inhabitants in a incredible amount of ways. There are allot of populated servers still active and kicking. 

Next up is Brain Storming and Theory

If you are into Brain Storming and Theory

Theory - 3D Power Grids

Power Nodes and Dynamic Lighting - I am drawing influence from NS2 (Natural Selection 2) here. Power nodes or another type of game object could control power for a small section of the station. It could power the atmosphere if it came down to it but i am not sure about that yet. Power nodes could be removed if given the proper code and animations.

Theory - 3D Atmosphere

Custom Atmosphere Brush/Volume - The atmosphere brush/Volume would be used to determine if there is atmosphere in the area highlighted by the brush but if a hull breach occurred and that brush/Volume would slowly or quickly degrade. Depending on how bad the breach was (e.g how many sections of wall, floor, etc are missing)

Eventually turning into a custom kill volume for those who do not have the right gear (Pressurized Suits and Oxygen)