Thursday, 26 May 2016

3D Computer Game Engines - Peer Review Cycle 2

Since I made changes after my first peer review cycle, I have asked three of my peers to once again review my level and provide me with feedback I can use to build further on my level.

I once again proposed three questions;

Q1. The lower floor access has been taken away, how do you feel the game flows (With regards pacing, bot navigation etc)?
Q2. Do you feel the map would benefit at all from being larger or smaller now after the lower floor has been removed and if so, why?

Q3. Are there any general improvements you think I could make to the functionality of the map? Absolutely any suggestions welcome to improve the level.

Peer 1
1. Nice flow – definitely a positive change in my opinion.
2. Map is spacious and flows well enough without the need for a lower floor. If you were to pursue this idea you’d probably have to universally scale the map or something along those lines.
3. Realistic lava hurts. Really straight forward, works – fun. Happy days?

Peer 2
1.  Everything seems smooth, everything’s perfect, lots of different routes to take to get to the other teams flag, weapons placements, cover.  Looking forward to the lavar and the element with the beam going active! J
2.  The map size seems pretty spot on, possibly make it larger.  That’s entirely up to yourself.  Its fine the way it is.
3.  Get the lavar working! Haha!

Peer 3
1. The flow of the map seems completely fine and smooth and dosent need to be changed at all.
2. I don’t think the map size needs to be altered at all and is nice and complements the game mode nicely.
3. Get the lava functioning.

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There is one overwhelmingly popular opinion which runs parallel in each reply, the molten steel/lava item I intend to have functioning in my level needs to come next.

The flow of the map seems fine from peer feedback, with the varying route options still remaining, with no excess paths which bots refuse to navigate.
The map size in general seems fine from feedback, with one slight suggestion of possibly making it bigger, but that being down to my own design decisions.

My next changes to be made revolve around the environmental hazard, in which the molten steel containers move into the playable area from the side, tipping some molten steel out as they go, this causes the lava-type effect on the strip in the centre of the map, which is intended to damage players over time, and kill on impact if a player is struck by the molten steel.

This is a functional addition and will be added within the next changelog.

Monday, 23 May 2016

3D Computer Game Engines - Changelog 1.0, CTF-Mill_v05.

I have made my first set of changes within my level and as a result, I have two versions of my map to test, Changelog is as follows.

CTF-Mill_v05-BIGCTF;
  • Spawn points doubled for BIGCTF (Now standing at 32 on main floor).
  • 6 Spawn points added to lower floor to fix pathing errors to pickups on lower floor.
  • Access to middle side corridor blocked with blocking volume (allows all but pawn to pass through).




CTF-Mill_v05-Standard;
  • Lifts removed to bring map size down vertically, only two tiers remain (ground and staggered walkways)
  • Access to middle side corridor blocked with blocking volume (allows all but pawn to pass through).
  • Lower tier not yet removed, in case of further alterations being made, if none are made, these will be removed at a later date.

Some pathing errors remain in both iterations when viewed via viewport toggling, teleporters are being considered in place of elevators as I feel these may work more efficiently, as a bot would only need to enter the teleporter whilst needing to exit a lift.

I will be playtesting these two builds and gaining peer feedback on the two, then experimenting based on the feedback and also trying out teleporters within my level, going forward I will be continuing to follow the rule of the loop, I will be saving these builds out and playtesting/peer reviewing v06 of CTF-Mill.


3D Computer Game Engines - First Peer Review Cycle

Since the initial playtest I have approached four of my peers and asked for feedback on my level in its current state, I prepared three questions and set the map to play.

The questions were based around map size, flow and overall gameplay, they were;

Q1. Explore the map without bots top start, what are your opinions on the size of the map? Too small? Too large? How could this be improved?
Q2. Add in 15 bots, do you feel the game runs fast enough for a capture the flag game type? Should it run faster or slower and why?

Q3. Do you feel the amount of weapons/health and armour pickups is adequate? Should there be more or less and why?

Peer 1:

1.      The map is well proportioned and generally feels fine, it’s definitely a little spacious and there’s bound to be moments of uneventful combat as a result. Although obviously not a UT veteran I understand the concept of upping the map size to 32 and how that most likely address this issue. If this persists as a problem you could grab everything and try universally scaling things – perhaps knock 25% off if 50% is too much. This will ultimately depend on if corridor sizes still work but nonetheless.

2.      Game runs well enough – due to bots not heading to the lower floor though I would emphasize either a change to 32 or consider the 25/50% universal scale downs to perhaps address this. Side to side distance between flags initially seems absolutely fine.

3.      Upper floor feels fine, not sure what you plan on doing with the lower floor – if anything. Could always revisit this question in regards to the lower floor as and when. 

Peer 2:

1.       In my opinion I feel like the map is too spacious. In a matter of fact you can easily add 32 players on this map. The best way to improve this is by reducing the map size so it is suitable for 16 players. Try looking at some CTF examples from the Unreal community and comparing their size to yours.

2.      The top level of the map runs smoothly, but the lower level feels a bit slow. There is a lot of cover down there and you can easily get lost if you do not know where you are going. In my opinion you can try to reduce the amount of cover in the lower level so that can run a bit faster.

3.      The amount of weapons/health on the top level is a god amount, but the lower level has a lack of items. Since all of the action will be taken place on the surface, you good try to add some strong weapons at the lower level, so it will tempt players to go down there. You might also want to add some heath vials in some of the pathways on the surface. Most of the health is right at the player start and they can be quickly taken away from your teammates.

Peer 3:

1.       I don’t think the map is too big at all and is a nice size overall, however I do think adding some more cover to your map as some of the corridors seem a little bit empty and too open.

2.       The map has a really nice flow to it and doesn’t need anything to improve the flow just to be careful when adding more cover as it could affect the flow of the map.

3.       The amount of pickups are fine I didn’t find there to little or to many as they were always there when I need them. 

Peer 4:

1.       Nice size, Was a surprise to see the lift and then find out there is an underground part.

2.       Game is still speedy, weather that is the game or the computer in general, but it runs pretty nicely on these computer’s, which is standard, I wouldn’t say it needs to be faster or slower, the map seems large enough to have a good game and I’d leave it how it is and focus on developing it further (Textures / Ect ) once we are allowed to do that stage of-course, But no doubt, there will always be room for improvement.

3.       There is enough, I like how you have health Vials in a row which boosts your health but as soon as you turn a corner you are straight back into combat, it seems fairly fast paced which is what I like.


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From these peer opinions, I have gathered that 3 of the 4 have no issue with the map size, the one peer who feels the map is a bit too spacious could have been taking into account the lower level also, which is currently not properly functional. As a result, I will be creating a new iteration of my map, with no lower portion to navigate.

Analysing the answers for question 2, my peers feel the lower level is currently asinine, I feel this is apparent and with this in mind, I will be packaging the map and testing it in Unreal and also cutting access to the lower floor entirely, allowing the map to be tested with less vertical expansion.

My third question, based on pickup locations and amounts seems like a positive response, as there are enough health and ammo pickups generally placed around the level, with UDamage powerups placed near to each base but timed in terms of spawn, I will however be upping the pickup count in the underground section somewhat.

I will be following the rule of the loop in that I will be creating more iterations of my level and replaying and re-testing as I go, in effort to improve the playability and functionality within my level with a typical end user experience.

Monday, 16 May 2016

3D Computer Game Engines - Initial Playtest

Upon launching my first playtest I noticed an issue straight away, all bots were spawning on one spot, however I soon noticed that as I was hitting "play from here" in the editor, that all bots would subsequently "play from here" also.
This was quickly fixed by simply hitting play in the editor instead, forcing my pawn to spawn from a 'UTTeamPlayerStart', the bots also spawned from the player starts upon addition.

Upon first glance, the bots do no seem to be using the elevators, which isn't of paramount importance right now, due to the simplicity of the bots' AI. I intend these elevators to be used as an avenue of escape for users to take when carrying a flag and being chased by other players.
I am under the impression that an objective driven AI will follow the one objective of capturing and securing the enemy flag, and as such does not see the point in taking an alternate path to the objective if carrying a flag.

Taking this into account I will be looking into possibly adding in more bots to crowd the level slightly, with the possibility of the flagbearer being then pressured into the tunnels below.
The only other method I have of testing this is to get a group of users (preferably 16 or more) across a LAN connection, and having them test it thoroughly.


3D Computer Game Engines - Initial Blockout Process

I jumped in and began my initial blockout process using static meshes, it didn't take long, building from a top down layout to gain a rough shape for my map.


Following this build, I was informed that the base blockout should be developed using BSP brushes and not static meshes, following this I began converting the blockout into BSPs.

Whilst changing out the static meshes for BSPs, I shortened the overall length of the branching corridors, allowing me to adapt my floor plan. The aim was to effectively nullify the chance of any player sitting in the corridors overlooking the enemy base, shooting enemies as they spawn, as spawn-camping is somewhat of a problem in some of today's modern shooting games and must be kept in mind with regards gameplay and functionality.


I added the walkways seen above to the map and then began to iterate upon my map design, the main change I have made through iterations is the side corridors were changed and are now vastly different.

Whereas the original blockout did not have the 3 tiers proposed in my original design plan, the iteration was created so that the three tier plan would be brought into play.
I cut off the four corner rooms from the branching side paths and place elevators in each respective resulting corridor, the elevators were place to move down to a lower tier consisting of a crossover network of tunnels.
These are in theory, to act as a navigational aid as well as a puzzle also, which means with some study of the map, any player could become used to the tunnels and utilise them to their advantage, escaping from other players with the flag in hand, boosting their chance of scoring points for their team. This ultimately achieves the game's goal, fulfilling the 'X' of the game and providing the game with a winning and losing team.


Following iteration, I have begun to add spawn points, weapons and ammo, health and armour pickups to accompany the flags in both the blue and red team's respective bases at either end of the map. From here I will be both play testing the map with 15 bots myself and also conducting my first peer review cycle of this unit to gain feedback on multiple aspects such as map size, weapon/health/armour placement and overall functionality.