18 October 2014

Cat Burglars 2.0

George, one of Maxwell's close friends received this in the post the other day. Looks like his plan to ruin Kenneth Larry, one of the Cat Burglar society's' founders, will soon come to fruition; Brigitte is en route!


3 July 2012

Project Ended

With our 'Cat Burglars' project over, this blog will now only ever be updated if we decide to carry on working on this project in the future. Otherwise, it is now officially closed. It will stay here to be used as an exhibit of some of our work, and also for others who may find any of the information on it useful. 

If you have any questions regarding us, of anything about this project, please do not hesitate to contact us. Notice out individual portfolio links are to the left, as well as a link to Purple House Media itself.

In the future, new blogs will be uploaded to this account to accompany future projects. Each new project will have its own new blog.

Thank you all,
- Purple House Media

2 July 2012

Wales Games Development Show 2012

After our end of year show was over, later in the month we were selected with three others to show our games at the Wales Game Development Show in Cardiff (22nd June 2012). This was a great networking event and opportunity to meet many new interesting people, while also getting feedback on our game and some ideas on what to do in the future. These are some photos of the event:

(Our group from left to right; Artur Mirosz, Me (Ricky Thomas), and Will Mulligan)



Publicization

With the project now over as from the end of May 2012, our 'Cat Burglars' game demo was to be at our end of year show (June 14th 2012). The event was a great success and gave us an opportunity to get public feedback on the project for future reference on other projects, or the possible continuation of this one.
These are some photos of the show:

23 May 2012

Final Demo

With the final VIVA presentation over, these are the final trailers:

Major Final Trailer:


Three trailers:





19 May 2012

Small Update

It has been a while since posting due to the large work load we have been taking on. In two days from now (Tuesday 22nd May 2012), we will have to do our last presentation of our game demo; our final release (as far as we know), version 4.0. 

The game demo is fully created to a standard we are very pleased with. Now we are making promotional items such as videos, posters, models, game packaging, etc, etc, which is required for our next presentation and end of year show.

We will be featured at the Cardiff Game Show 2012 on Friday June 22nd also, so be sure to visit if you're near by; free entry. 

This blog will be back-dated very soon (after our last presentation), and cleaned up as a full, comprehensive record of this project by us, Purple House Media. It may continue to grow steadily over time if we choose to revisit and improve this project ourselves in the future.

31 March 2012

Update of the Game Alpha v3.0

This is a video briefly showing the game-play type we are aiming for in 'Cat Burglars'. This was also displayed at our 2nd presentation.


Credits:

Project Lead Designer: Will Mulligan
Production Manager: Ricky Thomas
Art Director: Artur Mirosz
Musician: Chris Mulligan

22 March 2012

Guests Invited

All guest characters have now been fully modelled, rigged and have animations captured for them to use in-game.

20 March 2012

More assets, more textures


Some new assets with hand painted textures.

Low poly models have been made by all of us in Maya. Textures by me in Photoshop and Mudbox.

It is especially challenging to texture someone else's model, due to different layout


of individual uv's. Therefore communication had to be maintained regularly. Making textures by one person, especially concept artist, guarantees keeping the same sort of feel as on the concept art and keeps the same style.


In some cases we had to make two wersions of the same asset, to use in different situations. like on the example below.



19 March 2012

Character Updates

These are the updates for our characters; first our main burglar character that will be playable in the demo.

And this is the incomplete version of one of the guest characters:

Motion Capture has also been carried out and is currently undergoing the cleaning stage to implement onto our characters in-game.

HUD Updates

The HUD and Main Menu for the game have been created and are almost finally implemented. The following image shows the main menu concept (font needs to be exported as a single package to show up). From the top we have 'Start Game', 'Options', and 'Exit Game'. 

Custom HUD has been implemented. We will soon have the warning in the bottom left hooked up to work at appropriate times.

This is the map, brought up by pressing 'm' on the keyboard. This would show the player location and target location but has not yet been implemented.


14 March 2012

Update (Text Form)

This post is here just to keep interested people up-to-date with what has been happening recently. As you can see, the blog has been slightly less active recently due to the nature of the work we are currently undergoing.

Basically, to date, we have our main character; the cat burglar Maxwell Winters in game, fully textured, rigged and animated. We also have the Guard player fully modelled. Guests are still undergoing custom animations and textures, but are expected to be complete for the coming presentation. We also have a custom HUD working in game, as well as a togglable map and a warning meter for different situations. Also of the HUD side of things, we have the main menu working, including the level in which it is set; the wine seller under the house poorly lit as a 3D backdrop with Maxwell Winters hiding behind a pillar in there.

The level is also being rigged up with the current game mechanics ready to demonstrate at this presentation, along with the presentation itself being created (roughly 60 slides, lasting for 1 hour, 30 minuets).

Presentation #2 Coming Up!!

Presentation #2: Interim Submission - Final Product Demonstration (worth 45% of the overall mark) is soon to be upon us! We have been booked for 11:15am on Wednesday 28th March 2012.


With this brought to light, its full-steam ahead to get everything done to a presentable level while we still have time. After this stage, we will have one final presentation to show the final, polished version of the game demo, along with how it is being promoted and advertised at our end of year show in June. (More details about the date of our end-of-year show will be posted here in the near future for those that are interested in attending).

4 March 2012

Render Pass #1

These are some screen shots of our level so far. I have learnt much about controlling lights so far, and this is the result.



(God-rays will soon be altered or removed, whichever looks best in the end)




2 March 2012

New colour scheme

New sketch of the main lobby presents it in much brighter and positive colour scheme, resembling Mediterranean architecture.



Environment Progress

The past few weeks have been aimed towards simply creating assets, unwrapping them, and texturing them, then implementing them into the map for in-game use. Although this process is proving to be slow, often with a fair amount of trouble-shooting in terms of texture quality and scaling, it appears to be going well. We have 24 days left until our next presentation; the interim submission.





Now we just need to keep going with this process while rigging the level up for the game mechanics to work as we need for the demo, and we should be on track.

27 February 2012

Character Issues Solve!!

After about a week and a half of troubleshooting, re-binding, re-skinning, and constant failure, we have finally resolved our issues we were having with our main character not deforming properly in UDK where Maya saw no fault.

Despite our resolve, we still are unsure as to what exactly was causing the problem, and now in the background of work we are slowly trying to recreate the problem to see what actually causes it for future reference, and to help people with the same issue on this blog.

We have our character in, deforming *as it should* (not as we want, but that will easily be rectified once we apply our own animations). I will keep this brief at least for now. Should we find the actual cause(s), I will post them in full detail on this blog at a later date.

Exporting our fully rigged character does this when brought into UDK for animation.

This is using the old format from Maya 2011, .psk. Works perfectly.

FBX has has this bug reported hundreds of times throughout the internet it seems, and has been around for a while.

Another problem we had while trying to fix all of this was parts of the model were pointing in the wrong direction. We figured this may be linked to joint axis rotation, but changing these manually appeared to have no affect, so we were unable to confirm this outcome as of yet.

23 February 2012

Character Problems....

So we have found various problems trying to get our rigged character into UDK from Maya 2012. It seems that Maya 2012 has general great difficulties in managing to export an FBX holding a rigged character. The problem arises when the file is saved in Maya 2012 before exporting, at any stage of rig and the skinning process.

Taking the plain geometry data out as an OBJ and bringing it into a fresh file in Maya 2011, then rebinding the rig seems to fix the issue; the character now fully works in UDK without problems other than those to be expected of un-weighted geometry. This will all need to be done again as soon a possible to meet our end of February target to have the character fully done.

Further development of the level

This week we have been split between character work, asset modelling and texture creation. We have also spent time to begin to light the level roughly to get a feel for how the environment should look later on.

the foyer

The Bar

Dramatic lighting on the house

The Garden hedges

The Statue and fountain

Dining hall

Multiplayer Working

What should be our last milestone in terms of game mechanics, we have multiplayer working on a fully packaged, installed version of the game. This is between two players, myself and Will, set up on a LAN connection through our router.


There are some problems between the host commands and our own local commands, which result in only the host being able to do certain things such as run. (This video is from the perspective of the Host). While Will's character would jitter on his screen when told to run, and to me just look as though he is walking.

17 February 2012

Character in Game

Maxwell Winters is now fully rigged, and working in game. We ran into some scaling problems at first but is now sorted.

The guard

Only hair is left to be modelled on this character



further progress on the level

This week has been largely based around asset production.






12 February 2012

UDK Normal Map Research

When importing Normal Maps into UDK, and even between programs such as 3Ds Max, Softimage XSI, and even Mental Ray Render Engine, we found that they all act differently. To solve these problems, I needed to conduct some research to finally figure out what needs to be done to Normal Maps for each program, especially between Maya 2012 and UDK Sept 2011. This research will be submitted as a separate research document with the main body of work for the game demo at the end.

The two images above show what happens in UDK when a Normal Map is simply applied to a static mesh once the channels have been flipped in Photoshop to turn them the correct way around. The quality, as you can clearly see, has much to be desired, and also clearly shows the texture seam which appears seamless in Maya. This was in fact an old problem we had during the creation of the 'Sun City' game demo last year.



These images show the Normal Maps after they have been correctly imported into UDK, and we can now see that it is of a much higher quality, with no visible texture seam; just as it should be.