Final UE4 Greybox

Layout has been set. Play-tested approved. Time to move from the UE4 (fast paced iteration / layout focused) greybox to the maya (environment art / visually appealing) greybox. Goodbye UE4 bsp cubes. Hello maya custom geometry and modular component prefabs.

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Steam Network Integration!

Hey guys,
So today I got Steam wired into our game, so we can play over the Steam network. One caveat is that you need a Steam account to play, but that’s a small price to pay for the things it adds.

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For example, it will automatically add the Steam names in as our names, so we can finally tell who is winning and who is losing. In addition, these additions were a byproduct of trying to get searching for games to work, which is now functional.

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Overall, our game is shaping up a lot in terms of networking functionality. It is still lacking in aspects such as a pregame lobby, but at the same time our game is playable from a networking standpoint, and we are making good time for the end of the semester.

Retrospective: Designing and Prototyping

We have been designing and prototyping the game in Unity for 4 months. We are now switching to Unreal Engine 4 to develop the game for release.
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Over those 4 months of design, we play tested and iterated upon features, cutting some, and eventually settling on an idea of what the final game should be.

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Figure 1 – John experimenting with the weapon sandbox.

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Figure 2 – Alex and Matt testing one of the Beta builds.

Meet the Team!

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Alex
Alex is a programmer, software engineer, and network architect. For Crystalline, he is working on gameplay with a focus on the networking aspect of the game. In the future, he plans to get a job in the software development or games industry as a developer. Some of his favorite game types include first-person shooters, strategy games, and MOBA games.
Contact:
Email: alex.j.herdzik(at)gmail.com
Website/Portfolio: alexherdzik.com

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John
John is a generalist gameplay programmer with roots in enterprise technology. For Crystalline, he is working on realizing the core gameplay mechanics and attempting to ensure the game has what he likes to call “good feel”. In the future, John would like to be a gameplay programmer, but he just likes problem solving. John’s favorite genres are 2D platformers and first-person shooters, and on the side he builds models as a hobby.
Contact:
Email: john(at)johndunhamgames.com
Website/Portfolio: johndunhamgames.com
Resume : John’s Resume
Personal Blog: johndunhamgames.com/blog

Matt
Matt
Matt is a 3D Artist and graphics programmer with an Integrated Science and Technology background.  In addition to scripting and prototyping, Matt is creating visual assets and materials including rigging and scripting for player animations.  His favorite games are role playing games like Skyrim and Final Fantasy, as well as strategy games like Majesty.  He would like to get a position in technical art or game design.
Contact:
Email: mattrmundell@gmail.com
Website/Portfolio: coroflot.com/matthewmundell 

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Nick
Nick is a level designer and game developer. His roots come from game modding and community map development. For Crystalline, Nick has been working on design, scripting, and prototyping. Some of his favorite games are multiplayer social games (both competitive and casual) such as Left 4 Dead, Mario Kart, and Diablo. Nick hopes to land a job as a level designer in the games industry for a few years, and eventually start a small indie studio.
Contact:
Email: nickbuonarota@gmail.com
Phone: (201)-566-4582
Website/Portfolio: people.rit.edu/nab4839
Blog: nickbuonarota.wordpress.com
Twitter: @nickbuonarota

What is “Crystalline”?

Crystalline, is a fast-action, zone contention, wargame, where players harvest crystals, capture outposts, and defend the space fleet.

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Some more details:

  • Crystalline is a First Person Shooter
  • It focuses on map control, through King of the Hill esq territories.
  • Crystalline’s weapon sandbox is composed entirely of only one weapon! Players access the weapon sandbox by inserting augmentation crystals into this single “crystal rifle”. These crystals augment the attributes of the gun and morph it into behaving differently, which enables players to use the “shotgun” or the “sniper rifle”.
  • Everything in the game was designed and developed by our capstone group of four, no external developers or contractors were used.
  • Crystalline is built in Unreal Engine 4.

Welcome to Crystalline!

We are a group of graduate students working on our master’s thesis in Game Design and Development at Rochester Institute of Technology. We are creating a First Person Shooter in UE4 titled “Crystalline”.