Paul Thomas

Lead Programmer

November Progress

 Posted by Paul Thomas  Blogs  Comments Off
Nov 162011
 

I don’t have the time until probably the end of the week to make and post another video. When there is silence going on within this blog, it means we’re hard at work, trying to produce and polish as much as possible. Our current task involves mostly weapons, creating one type of each weapon, to make sure we have the mechanics working correctly for all weapon styles and polishing visuals.

The current weapon list is; H&K UMP45, Beretta 92FS, Colt M16A2, Colt M1911, Barrett M95, and a M26 grenade. Here are in-editor screen-shots.

H&K UMP45

H&K UMP45

 

Beretta 92FS

Beretta 92FS

 

Colt M16A2

Colt M16A2

 

Colt M1911

Colt M1911

 

Barrett M95

Barrett M95

 

M26 Grenade

M26 Grenade

Several more weapons are in the works, shotgun, light machine gun, rocket launcher, KA-Bar, and so on. Some of these are almost done, or done, and need the additional steps (rigging, animations, etc.).

I apologize for the late blog, to those who actually pay attention, but all of these had to be programmed, not to mention a good long list of tasks. I will be posting up a video soon, showing these new weapons, animation polishing, new and polish mechanics, ballistics, and more.

 

Multiple Weapon Types

 Posted by Paul Thomas  Blogs  Comments Off
Oct 242011
 

I decided to give myself a break from web-based development/programming to get back to game programming. I use to provide web-development services under subcontracting but I got out of it roughly four years ago due to my lack of passion for web-development. The passion was slowly destroyed by my passion to make and program games.

Beretta 92FS

Beretta 92FS - Facing the sky for better lighting in this dark test map

It’s time to go back to the weapons and tackle a problem I honestly didn’t predict like I should have but I was so concentrated in all the mechanics before going right into producing another promotional video/demo that I simply didn’t have the time to predict this potential problem. Multiple weapon types or styles.

Functionality is extremely similar between all weapons, it’s only the small details that have to change, such as a semi-auto fire mode only for pistols instead of fully automatic like a rifle. However, there is one huge difference between even a pistol and a rifle. The arms, hands, and their positioning. Drastic differences. For first person view this isn’t much of a problem since each weapon can define it’s own animation sets but third person is a different story. You don’t change the player just because they changed a weapon.

The way I’m going about this so far is just by swapping out the Pawn animation sets based on the weapons style (Pistol, Rifle, Submachine, Lightmachine, SniperRifle, Shotgun, and Melee) and may possibly even swap animation tree’s for more flexibility. I have this swap taking place immediately when the weapon is replaced (usually through equipping and unequipping). There are still tests that need to be done to ensure this method works properly without further improvement but I have my plans set to a different task at the moment.

Beretta 92FS Third Person

Beretta 92FS Third Person

Beretta 92FS Third Person Aiming

Beretta 92FS Third Person Aiming

This issue I didn’t notice until I started adding the new Beretta 92FS and it had it’s own set of animations (including it’s own animation set for organization purposes and what proposed the weapon type/style changes discussed above). There are/were several mechanics that relied on timing before performing another action. An example would be firing the weapon and then returning to weapon idle (weapon idle is “injected” so no matter what type of idle; walking, iron-sight aiming, etc., going back to idle works perfectly fine). It technically needs to wait until the end of the firing animation before going back to idle or you’ll notice a hiccup or snap when switching animations.

My overall plan is to eliminate timers all together (except for a few that rely on timers, such as reloading, or equipping weapons) and rely on a few things. In place of “SetTimer” I use instead “AddDelayedAction(AnimationName, FunctionName).” This custom function simply works with a dynamic array which is then used within the “OnAnimEnd” event and then triggers the correct action based on what animation has ended. This makes these delayed types of actions reliable since they are executed at the correct time and it’s no longer guessed with timers.

No more time to blog now, I have to get this weapon class rewritten, because there is more I have to do than what I’ve explained, but the hardest part is finished (the overall planning on how to eliminate this situation).

 

Finished and an Update

 Posted by Paul Thomas  Blogs  Comments Off
Oct 212011
 

I just finished moving all the older blogs over to this new system, which had taken me most of the night and most of this morning. I didn’t want to simply move the blogs but also move the images to this system so when I decided to destroy the other website the images wouldn’t go with them and basically ruin the blog posts here.

The last blog post was on September 2nd, which from then until now, the framework/game has had a lot of edits and progress. I skipped from adding the blog post over here because it was a couple simple posts about Hurricane Irene, and that the blog was temporarily at a halt. The reason for the increase progress speed was to get everything ready for the second promotional video. With that finished, the next deadline a couple months away, there is more time again. I will start blogging more about progress, plans, and so forth.

I believe a new video is in order which will demonstrate multiple mechanics that have been developed so far. Once I have the time to make the video I’ll update this blog post with the video. Uploaded and now shown below. At the moment I’m still slightly stuck in web development mode and desperately would like to get back to game programming.

A lot of new features coming up due to Jamie’s hard work, such as the upcoming Beretta 92FS, multiple new animations for first person and third person, and animation edits all around. All of that is coming up within the next week. In the next progress or planning blog post I’ll mention any mechanics that haven’t been blogged and explain them without going into major detail.

Development Blogs

 Posted by Paul Thomas  Blogs  Comments Off
Oct 202011
 

We’ve now settled into our new home, finally finished this website enough to be some-what presentable, and now it’s time to post our first development blog. I use to blog at another website about development progress on R.A.T.S. because I felt the need to blog (to basically put my thoughts down) and we had plans to do this but hadn’t started yet at the time. Well, now I get to start blogging again, and at the correct location for the topic. This is much better.

Well, I’ll start from the beginning. My name is Paul, as you’ll notice from the author information, and I’m the Lead Programmer for R.A.T.S./Magic Stone Studios, LLC. I’ve been programming for a total of thirteen years, from web-based to software based, and nothing is more visually rewarding than game programming. Especially for people like me whom have grown with games since the Atari. It’s my job here to build R.A.T.S. from the ground-up and that’s what I’ve been doing.

Most people don’t know, or wouldn’t even notice, but directly after E3 I had started the R.A.T.S. project from scratch. Jamie (owner of Magic Stone Studios and R.A.T.S.) had been on the project by himself for roughly three years before I joined. My first task was to prepare a demo for E3 and we had two-and-a-half weeks to do just that. I had extended the Unreal Tournament 3 framework to save time and that isn’t exactly ideal for a final product. Therefore, after E3, I began creating the new framework, and planned around multiple features that we would need (not only for R.A.T.S. but for future projects as well). After almost a month into the process I had started blogging the progress.

And that’s the brief history. Time to begin blogging.

 

Promotional Video 2

 Posted by Paul Thomas  News  Comments Off
Oct 162011
 

The second R.A.T.S. promotional video has been released and is provided below. This video is meant to highlight some of the latest progress of the development, ranging from large battle scenarios, to a dynamic and interactive environment. Remember to check out the Characters, Vehicles, Environment, and Items links above to view their updated galleries.