Sunday 31 October 2010

Day 33



Did I miss some days out or something? Pretty sure I wrote more than two posts in September...

Anyway! Been busy again with other things I'm afraid. Boring post is boring. So, starting from the end of this post, I will be cutting my posts down to two a week. probably one on the Wednesday, and one on the Saturday as a review of the week's progress.

In case you think I've just been slacking and playing New Vegas, you are wrong! I watched a 3DsMax tutorial today, but didn't actually get round to trying out what I'd learned. I may have to find some cash for a full version - the trial will run out soon. Maybe they give them away free to "students". 

Adios amigos!

P.S in 5 minutes before midnight GMT, so it is technically day 33 this time.

Saturday 30 October 2010

Day 32



It's been a busy day today, so I've only managed to put some ideas I had for story, quests and dialogue down on paper. that means no lovely screenshots to watch! Soon I'm going to be busier with a lot of other stuff, so I may have to cut these posts down to weekly or half-weekly. If we get some more people involved, maybe they'll post something now and then to make up for this.

I doubt I'll be able to get much time in the UDK tomorrow either, but I'll try to do something that I can actually show on here, anyway.

Friday 29 October 2010

Day 31-ish



Due to unforeseen connectivity issues, today's post is a little bit more... tomorrow. But, better late than never!

Earlier I added more stuff to the interior of the second building. Pot-type thingies full of fail and a network of girders to hole them up. Perfect for walking on too... I might break up the walkways along the side to force this.


















Tinkered with the lighting a bit again too, trying to get more light coming through the vent openings. It's still a bit too dark, although I do want it to be dingy.


Thursday 28 October 2010

Day 30 - I can has... more vents?



Yes, you can!

Now that we've dealt with that, please view the screenshots below. They show the work I've started on the interior of the other large factory building. Hopefully it won't be that dark in the end, but I do want the vents to be the only source of light. That and the bright glow of pure Fail of course.




Wednesday 27 October 2010

Day 29 - I can has Vent?



 Howdy from La.. eh, New Vegas! I've been "researching" again today. Mainly finding place names and trying to think up jokes to make out of them. However, I redid the stuff that got wiped after yesterday's UDK crash. I then saved it. Twice. Anyway, here's the work I did on the side of the building - more vents and pipes, yay! I've used so many damn pipe meshes... they're gonna be in my dreams soon.

 Hopefully this air-conditioning system will ensure that any Failco. Industries employees working in the factory won't die of anything other than Puka-Spine, the affliction which most employees expire of after a few months at the plant.

I'm off to do more exploring and totally not-fun-at-all research. The things I do for this project.

Tuesday 26 October 2010

Day 28



 Today wasn't particularly successful as far as UDK progress goes. While I was able to put a few windows into the side-room, the crash wiped all the stuff I'd done on the side of the factory - vents, piping and doorway. After that, a copy of Fallout: New Vegas for the 360 arrived and I rage-quit from the UDK for a bit. It's still research, ok? This copy isn't mine, but it's pushing me gradually towards clicking the purchase button on Steam. I wonder if they'll give me a discount as a poor free game developer looking for material to Failise. I love making up words.

Monday 25 October 2010

Day 27



Another day spent working on the first building. I put glass in the windows, added some detail to front and back, and fiddled around with making the lighting a little better. I also added meshes to the inside of one of the two smaller side-buildings. I reckon I'll finish up with these buildings tomorrow, and be able to move on to the next two.

 The back of the first main building, with pipes to load to and from tankers. Also, the small side door down at the bottom right-hand.
 The inside of the factory viewed through the hole in the corner, and the root of the giant collapsed chimney stack.
 The front of the factory. Hoping to put a huge Puka-Cola banner above the main door.
 One of the smaller side-rooms. On the far side, the vast array of Fail storage tanks, with status indicator lights. On the right, a leaky container of pure Fail.

On a different topic, I saw today that Felicia Day did voice acting for Fallout: New Vegas. I wonder if she'd do the same for us? I doubt it, but a guy can dream, right?

Sunday 24 October 2010

Day 26.2



Good evening, Failians! Since the first part of this double post this morning, I've done two - yes two - things!

Puka-Cola is going to play a big part in the story and overall feel of the game, just as good old Nuka-Cola does in Fallout. For this reason, I've decided it would be prudent to start designing the many advertising posters and other branding that I'd like to put into the game. I did a quick drawing of what I'd hope some of the posters to resemble earlier:

The whole of the poster. the bottom got crumpled in an embarrassing cat incident. Needless to say, the cat escaped unharmed.
Health warnings absolve Failco. Fail Production Industries from all blame in the event of accidental death caused by the consumption of Puka-Cola.
Just a few of the tasty ingredients used in the production of Puka-Cola.

I couldn't help having a pop at those drinkaware tag lines on the end of every alcohol ad. With one sentence, Failco. dodge all blame for the negative effects of their product.









I also did some stuff in the UDK. I've added windows and detail to the inside, but alot of the work today was fixing textures that decided to break themselves. Either that, or I did something stupid without noticing.

 The pumps and reservoirs supplying the production line with pure Fail and its derivatives.
 Windows, without glass at the moment.

Day 26.1



Well, last night I did a little extra work on the factory buildings after posting, so I thought I might as well do today's post in two parts. Besides that, I want to ramble on about some extra stuff in the next one, so it would probably be a little too long.

So last night, I changed the roof of one of the main buildings, which I think has made a big difference - breaking up the boxishness of the whole thing. I also started putting in windows and some other details, including a concrete border around the flat-roofed building, which I think has also improved the look. I wish I could use the sloped roof idea for the first one too, but I can't be bothered redoing all that detail around the hole. And I'm not touching the rubble again. Not even with a very long pole.

Lighting looks a bit iffy due to all the point lighting I've put in to give me something to work with. I'll get round to putting directional lights in at some point in the next week.

Saturday 23 October 2010

Day 25



Today I've done some work on the inside of the factory, and finished the rubble on the outside. I still need to add windows and other details inside and out. Oh, and I also put in some nice sky! No more empty blackness!




Friday 22 October 2010

Day 24



Puka-Cola - the only carbonated drink that rots your spine and your teeth! I made the main factory buildings today and began adding a few details. It's still mainly unfinished though. I hope the screenshots below give an idea of the scale. It's a big building. I wanted it to be viewable from across the city. Being three times taller than the three-story building nearby, plus the added height of the chimney stacks, I think it will be.

In totally unrelated - but still relevant - news, there has been a lot of talk about a legal battle surrounding the development of a Fallout MMO. Apparently, it may release early 2012, but I'll keep watching until there's a fixed date. Wouldn't want to release on the same day, that would be embarrassing...

 The huge factory buildings, looking a little worse for wear after years of neglect.
 Oh dear. One of the chimney stacks appears to have collapsed, forming a perfect ramp to reach the upper levels of the factory!
As you can see, the flooring is made up of meshes, as this is the easiest way I can think of to give different areas a different surface.

Thursday 21 October 2010

Day 23



Greetings once again, faithful Failians! That's what I'm calling you now, ok? I'm not even sure who you are, or if you even exist, but at least you have a name. A damn fine name, if you ask me!


Now, to business. Today I added meshes to the three empty buildings I created yesterday and implemented a genius new idea that will add an extra dimension to gameplay: rooftop travel! Pretty much just bits of scrap that the residents of Failout have used to bridge the gap between buildings, these let you travel across the city much quicker and safer. However, there will of course be areas that require you to walk the streets.


 Rooftop travel is the easiest and safest way to cross the city, but it isn't always possible.
 The streets of Failton. Gonna put something on the lit-up sign by the way.
One of the many derelict industrial buildings that has become home to some of Failton's less desireable residents.


I'll be starting on the Puka-Cola factory buildings tomorrow, as I wanted to get a big landmark done to give me a sense of the finished city. I doubt I'll get much of it done, because I want it to be big. It's the manufacturing facility for Failtopia's favourite toxic beverage after all!

Wednesday 20 October 2010

Day 22



Oh hi there!


Fake surprise. Yaaay. Anyway, today LP made me play MW2 and I had to look after the dog, so I didn't get much done in the UDK. I did make a couple of buildings across the street, but at the moment they're just empty boxes. Sitting there. Lonely. It makes me sad.


 Road surface needed... Ability to make own materials needed...
All those empty gray boxes! Sadface.


Also, while on vent with LP I scared the crap out of him with a random mouth-noise. Result.

Minipost: Zombiefication!

Ghouls were the enemies that added the horror factor to fallout. I just thought of our alternative - Autoplay. A terrible condition affecting those who have suffered extreme doses of Fail.

Autoplay does, basically, what it says on the tin: taking control of the afflicted's mind and turning them into a fail-obsessed vegetable. These zombiefied few can be found in the heavily contaminated areas of Failton, searching for the raw essence of Fail.

I want this to add a Left 4 Dead-type feel to some areas of the city, accentuating the horror factor that originated in Fallout.

Tuesday 19 October 2010

Day 21.2



And so, to the second part of today's double-post!

This afternoon I made a couple of buildings as a start to the great and wondrous city of Failton. As you can see from the following screenshots, this is a drop in the ocean. The groundplane I'm using is huge, but I'm hoping that this is the size I can make the city. Earlier I mentioned that Failton would be tiered, making it one tall structure. However, I've decided that, after exiting the bunker, the player would probably appreciate a flat, open-air area. This level is going to take a huge amount of work, and, along with the other city "Capital F", will probably the most time-consuming. For that reason, the posts for the next few weeks may become a little... samey.

Anyway, here are some screenshots of the buildings I've done.


As you can see, the colour scheme and objects are very similar to the bunker. This is all.... intentional. yes, intentional. It does kind of make sense though, because the residents of Failton had Failout Industries build the bunker for their safety. Maybe they wanted it to feel like home.

Day 21.1



Well, today's post will be in two sections. This is partly down to the fact that my recent posts have been very brief for the most part, as I've been hard at work shipping out that alpha build for the rest of the team.

Later on today I'll be starting the second stage of Failout's progression - as in, level two - and as this is a much bigger task than the bunker, I think it might well take me a few weeks to complete. During this time, I hope to get someone else working on finishing off the Failbunker (under my supervision of course - that thing's like my child!) i.e: animation, bug fixing, objectives and the final mesh placements. I don't think we'll be ready to put characters in there for a long time yet, and I'd prefer to do that once we have some level structure under our belts. I also need to write a story for the characters to be built around, and that takes time.

 So, today's task is to build a city (Failton) which can be enclosed by walls to create a stand-alone level. That is, if I don't build the entirety of Failtopia as one level, thus making it open world - but I don't think that would be wise. I don't have the computing power to make it, and you (most likely) don't have the computing power to play it. Anyway, the city will probably be a large, tiered structure with high surrounding walls (for keeping out those nasties!) and several open courtyards, so that the player doesn't feel like they're still back in the bunker.

And with that, I must leave you. Until later on anyway, because I need to start building this thing. Remember, any suggestions are welcome, and will be read and ignored as my highest priority.

Remember children, Fail kills. Play safe.

Monday 18 October 2010

Day 20



The big 2-0, eh? Well, the project achieved a big milestone today. I put the map up for download so that the rest of the team could take a look at it. Unfortunately, I don't think it is complete enough for its first public airing, and so it will stay within the development team for now. Apart from that, all I've done today is remake a few doors, so nothing very interesting to show. However, here's the final structure plus annotations.

Sunday 17 October 2010

Day 19



Well today, I did stuff. Now look at the pictures!




 As you can see, stuff!

Teh SuperPost!!!!1!!


Hello, I'm Lp the Pr0ducer. As I promised before being kidnapped by several aliens  with ski masks, today we will have a superpost with several news about teh failout development!
Ok, so to start with we got news from our local badger! The Failbunker Exit is now operational! Leading our character to the open world of....  Failtopia! 
Failtopia will be a massive land covered by Failtacular Fail. In these lands you will find the perilous cities of Failton and Capital F amongst others yet to be anounced.
Also, badga had, I will now quote, 'a bacon and chip sandwich for breakfast and it was the nicest thing i've ever eaten in my life and i'm still full even tho that was at 11 oclock'
Now continuing.....
The Failout Development team might be increasing it's numbers, while we are currently negotiating with possible new members. About bloody time if you ask me, I've been asking for a damn coffee holder for ages!
We are also looking for Voice actours, as sooner or later we will have to start doing the voice-overs. I have a couple of people in my sights alredy just haven't had the balls to approach them yet.
Our Legal advisor FailDin is currently MIA(missing in action N00bs!), we fear that a small wave has drowned the entirety of his tiny island and, well..... din can't swim. So if you want to be FailDin while we figure out what happened to him send Badga an e-mail with your CV. (Yes, dont bother me in my misery)
To Finish this lame sad post, I might be joining the 'Designing' bit of the project, I will probably just stall Badga and end up being target of his rage but what the heck!

Anyways this was your wonderful Pr0ducer,
Love you all.... like a sausage....
Lp

Saturday 16 October 2010

Day 18



I added some meshes to the entrance earlier today, including the door. But, more interestingly, Autodesk 3Ds finished downloading about half an hour ago and I've had a quick go at making some stuff.

The door to the Failbunker!!1 I think it's about big enough.
The shaft down into the depths of the bunker. There should probably be a lift.
Another view of the entrance room.
Work in progress: the Puka-Launcher! A ridiculously simple shape at the moment.

Friday 15 October 2010

Day 17



Well, today I completed all the structure for the level. Right up to the entrance doors! Hooray! Now it's all down to finishing the meshes, textures and lighting. So hopefuly, I'll have that done in a couple of days, and then I'll package the level and send it to the rest of the team for testing.

 Overview of the level.
 The entrance - and, of course, exit - to the bunker, and the shaft leading up to it.

Thursday 14 October 2010

Day 16 - The Furniture Problem



 Hello again children. Today's post is all about how to furnish your newly built rooms! Or rather, how I don't know how to add extra mesh packages to the UDK yet. But never fear! Google is my tool, and with the holidays approaching I'll have all the time I need to find out all this stuff. Anyway, here's what I did today:

  • Built staircase to "overlooker"'s office.
  • Fixed a failish mistake on the Residential floor, which we won't go into for self-esteem reasons.
  • Improved lighting in the first areas I created. 
  •  Added some meshes to the office and started a small vent/turbine thing.
The stairs to the Overlooker's office.
 An air vent in the Overlooker's office, air-con! I need to put it in some sort of mount, and hopefully it can be animated to spin, as a proper fan should.
Overview so far - lit.
Overview so far - wireframe.

Also, the team may be expanding soon - two people interested in helping out. Also, LP told me he downloaded the UDK - finally! So maybe we can get this thing done before I'm 80.


Wednesday 13 October 2010

Day 15



Today I  designed the Overs- the, uh, Overlooker's office, positioned at the top of the main stairwell with a pretty little wondow so that he may look down on his subjects.



Official University Post!



In Soviet Russia Badga kicks my ass, but this is NOT Soviet Russia!

I'm actually blogging from Uni, how's that for dedication?! Problem is I don't know what to write, I am dreading the prospect of double Roman Law atm however it will help me with Failout because I'll know how the Romans dealt with lawbreakers and then compare how we will be punished if any copyright infringement occurs, I have a feeling our punishment nowadays will be less brutal and less likely to involve our genitalia. To quote Gandalf: "And that is a comforting thought." Well-said o wise crooked-nosed bearded one. I bid thee all farewell, perhaps Badga may use this blog as an excuse not to post his daily, the slacker. In that case, stay tuned until tomorrow for more exciting  failerrific pictures from  the upcoming sensation that will sweep the nation(s): FAILOUT!

Like a half-baked sausage....and ham.

Tuesday 12 October 2010

Day 14



I'm afraid it's another short update today. Spent a while watching some UDK tutorial videos in preperation for the harder stuff - animation, pathing, cinematics etc. Added textures to the Administration Floor, which - at the moment at least - consists of two medium sized rooms. I'm planning for the Overseer's office (Overseer? We need to think of a new job title!) to lead off from this corridor too, although I think it needs to have a more significant place in the level as a whole.




Monday 11 October 2010

Day 13 - Avoiding Ladders



Ok, so the title is really about the number 13 being unlucky, but I made some stairs today in the UDK, so it's all relevant. I built the basics of a new floor too, administration or something, and fixed the lighting in the residential area as well as making it look prettier in general. Haven't seen LP around all day, probably aliens.

 Added bars across the front of the second reactor terminal thingy... well I wouldn't let people touch it, would you?
 One of the corridors on the residential floor. Pretty much the same as the others...
 One of the apartments. No furniture yet, obviously.
 Wireframe showing the new area in red.