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pm-fmp · 3 days
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Sketch - Research Tree
Lastly, I wanted to create a sketch of a possible research tree design. Here is my progress thus far:
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The concept currently features several modules that players can choose to research. However, as it stands, the design still needs a burst of innovation to fully realize its potential. To truly bring this idea to life, I anticipate it will require extensive exploration and perhaps the incorporation of several fresh ideas. I'm eager to delve deeper into this during the next phase of the project.
Like my previous sketches, I created this one using Midjourney to generate various elements. These components were then combined through photobashing, and further refined with additional painting. This technique helps in visualizing complex ideas quickly, allowing for rapid iteration and development of the concept.
Midjourney Raw artworks:
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References
Midjourney AI, 2024. Midjourney. Available at: https://www.midjourney.com/ [Accessed 28 April 2024].
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pm-fmp · 4 days
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Unit Builder Concept (Rough)
I recently tackled another sketch, this time focusing on the unit-builder aspect of the game. Here’s how it turned out:
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Similar to my previous attempt with the environment sketch, this new drawing hasn't quite hit the mark for me. It represents only a basic outline of what could eventually be developed, serving more as a conceptual starting point than a final design. There’s a clear path ahead for further development and refinement of this idea.
The sketch, while not fulfilling all my expectations, has laid the groundwork for more intensive exploration and innovation. I am eager to dive deeper into this concept, iterating on the design and experimenting with new methods to enhance its functionality and aesthetic appeal. This process will likely involve a series of revisions where I will test different configurations, adjust proportions, and perhaps incorporate feedback from potential users or peers.
As I continue to develop this sketch, my goal is to not only improve the visual representation but also to ensure that the unit-builder is intuitive and efficient for players. This involves a careful balance of artistic expression and practical game design principles, aiming to create a feature that is both visually compelling and strategically advantageous in gameplay.
I look forward to uncovering new possibilities and pushing the boundaries of what I can create.
In order to create this sketch I utilised the same workflow as my previous one, using Midjourney to create some resources that I can move, combine and paintover.
The raw Midjourney artwork:
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I find great pleasure in this process because it allows me to generate ideas with remarkable speed. This rapid ideation is particularly exhilarating as it enables me to translate fleeting thoughts into tangible concepts almost instantaneously. Being able to sketch out ideas quickly not only keeps the creative momentum going but also helps in identifying which concepts have the potential to be developed further.
References
Midjourney AI, 2024. Midjourney. Available at: https://www.midjourney.com/ [Accessed 28 April 2024].
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pm-fmp · 5 days
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Environment Concept (Rough)
I recently embarked on an endeavor to produce a preliminary and basic environment concept sketch, aiming to capture a visual representation of what the gameplay in my game could potentially look like. Here is what I've managed to create so far!
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The result, while intriguing and offering a peek into the envisioned gameplay dynamics, hasn't quite met my expectations. It's clear from this initial attempt that reaching the level of quality I aspire to will require significantly more work. This sketch is just the beginning, and refining it will involve deeper exploration into the game's aesthetic and functional elements. Crafting an environment that not only looks appealing but also effectively conveys the gameplay mechanics is crucial.
To achieve an outcome that I'm truly proud of, I'll need to dedicate more time to meticulously planning and iterating on this concept. This process will likely involve experimenting with different styles and layouts, integrating feedback, and possibly revisiting the fundamental design principles that guide the game's visual and interactive elements.
In order to create this, I used Midjourney to create certain elements such as monitors and terrain. I then photo-bashed, recombined and painted over these elements.
The raw Midjourney concepts:
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References
Midjourney AI, 2024. Midjourney. Available at: https://www.midjourney.com/ [Accessed 27 April 2024].
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pm-fmp · 5 days
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Research Trees Part 2
Following my last blog post, I've been inspired to brainstorm some fresh ideas to innovate the research tree feature in my game. This is an aspect that might require more time and thought to develop something truly unique and impactful. Here are some initial thoughts on how we could rethink and enhance the research tree feature:
Dynamic Tech Web:
A tech web instead of a tree, where technologies are interconnected in multiple, non-linear ways. Players could influence the direction of research based on their specific needs and interactions with other players, making the research process more dynamic and situational.
Tech Fusion and Experimentation:
Players could combine different technologies to create unique advancements. This could be facilitated through a "laboratory" interface where players can experiment with different tech combinations to discover new, sometimes unpredictable results.
Era-Specific Challenges and Breakthroughs:
Specific challenges or missions that must be completed to unlock certain key technologies. This could add a narrative layer to the tech progression, with potential for significant plot developments and era-specific challenges that impact the overall direction of the civilization.
Player-Driven Research Goals:
Players could set specific long-term research goals that, once achieved, provide unique bonuses or unlock special abilities or units. This would add a layer of personalization and strategic planning that goes beyond simply choosing from available options.
Cultural and Ideological Influences:
Cultural or ideological traits of a civilization could influence the type of technologies available or the speed at which they are developed. This could also affect how technologies are perceived and used by other players, adding a diplomatic layer to technology management.
Environmental and Explorative Discoveries:
Technology discovering could be tied to exploration and environmental interaction. For instance, discovering a unique mineral might unlock a new branch of the tech tree specific to that resource, blending the explore and exploit aspects of 4X games more tightly with research.
I'm not quite content with my current brainstorming efforts; it's clear I'll need to revisit this topic in the future. Allthough there are some cool ideas there.
I'm confident that when I enter the concepting phase, it will become easier to generate additional, more refined ideas.
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pm-fmp · 5 days
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Research Trees
For my game, I aim to develop a rich and complex research tree that not only incorporates innovative elements but also improves upon existing models seen in other games. To initiate this process, I began by studying games renowned for their intricate research trees, analysing their unique features and the aspects that made them stand out.
Stellaris
Unlike many other 4X games, Stellaris uses a semi-random tech tree where the availability of technologies can vary each game, influenced by the empire's science leaders and their specialties.
This randomness adds unpredictability and variety to each playthrough, requiring players to adapt their strategies based on the technologies available at any given time.
Endless Space 2
Both Endless Space and Endless Space 2 feature multi-layered tech trees divided into four main categories (Science and Exploration, Industry and Economy, Military, and Empire and Population), each with numerous technologies.
These games include the concept of unlocking specific technologies that allow players to customize their civilization further based on their game strategy.
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Civilisation VI
The Civilization series, particularly from Civilization IV onwards, offers expansive tech trees that guide players through different historical eras. The choice of technology can significantly influence the player's development strategy and interactions with other civilizations.
Each new instalment usually adds more layers and branches to the tech tree, integrating new elements like cultural developments and ideologies.
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Sins of a Solar Empire
Integrates real-time strategy elements with 4X mechanics. Its tech tree includes faction-specific technologies and focuses on immediate, tactical advantages in a real-time environment.
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References
Civilization IV [Video game]. (2005). Firaxis Games.
cncguides (2015). Sins of a Solar Empire Beginners Tutorial - Top 50 Tips, Tricks and Intel. [Online]. Available at: https://steamcommunity.com/sharedfiles/filedetails/?id=447919377 (Accessed 26 April 2024)
Endless Space 2 [Video game]. (2017). Amplitude Studios.
FMRPlays. (2018). Endless Space 2 - Beginner's guide #6 - Technology. [Online Video]. Available at: https://www.youtube.com/watch?v=owmidLub3aE (Accessed 26 April 2024)
Marbozir. (2017). Civilization 6 - Tech Tree - All Civ 6 Techs - Info and Detailed Tooltips. [Online Video]. Available at: https://www.youtube.com/watch?v=MK2X3IxUfLY (Accessed 26 April 2024)
Sins of a Solar Empire [Video game]. (2008). Ironclad Games.
Stellaris [Video game]. (2016). Paradox Interactive.
turanar. (2024). stellaris-tech-tree. [Online]. Available at: https://turanar.github.io/stellaris-tech-tree/vanilla/ (Accessed 26 April 2024)
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pm-fmp · 6 days
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Further Research
I decided to delve deeper into researching video games, specifically those developed by a single person. This exploration could not only boost my confidence in my own project but also offer additional insights. In the future, I might revisit these developers to gain a better understanding of their creative and development processes.
Games made by 1 person:
Minecraft - Markus Persson developed the initial version of Minecraft in about a week, but continued to develop and expand the game over the next couple of years before handing over the reins to a development team at Mojang.
Stardew Valley - Eric Barone spent approximately four years developing Stardew Valley. He worked alone on the project, handling everything from the programming to the art and music.
Undertale - Toby Fox developed Undertale in about 2.7 years, with contributions from a few artists for additional art, though the bulk of the game was his own work.
Axiom Verge - Tom Happ spent about five years working on Axiom Verge in his spare time while holding a full-time job.
Banished - Luke Hodorowicz spent about three and a half years developing Banished, again handling all aspects of its development.
Papers, Please - Lucas Pope developed Papers, Please in about nine months, creating a game that became famous for its unique gameplay and thought-provoking narrative.
Cave Story - Daisuke "Pixel" Amaya developed Cave Story over five years, in his spare time, crafting the game's programming, design, art, and music.
Duskers - Created by Tim Keenan, Duskers took about three years to develop. While not a traditional RTS, it involves strategy and real-time decision-making as you pilot drones through derelict spaceships using a command-line interface.
Defense Grid: The Awakening - While not solely developed by one person, the concept and initial design were driven by a small team, primarily Mark Terrano. It was developed over roughly two years. This game is more of a tower defense game, a subgenre of real-time strategy.
Harvest: Massive Encounter - Developed by Oxeye Game Studio, primarily by a single developer, Johannes Gustafsson, over about two years. It combines RTS elements with tower defense mechanics.
This list is really important, and I need to keep it close at hand, making sure to add new developers whenever I can. It’s going to be a useful resource that can help me stay connected, learn from others, and gradually expand my network within the industry as I continue to meet and collaborate with more talented people.
References
Axiom Verge [Video game]. (2015). Thomas Happ Games LLC.
Banished [Video game]. (2014). Shining Rock Software LLC.
Cave Story [Video game]. (2004). Studio Pixel.
Defense Grid: The Awakening [Video game]. (2008). Hidden Path Entertainment.
Duskers [Video game]. (2016). Misfits Attic.
Harvest: Massive Encounter [Video game]. (2008). Oxeye Game Studio.
Minecraft [Video game]. (2011). Mojang.
Papers, Please [Video game]. (2013). 3909 LLC.
Stardew Valley [Video game]. (2016). ConcernedApe.
Undertale [Video game]. (2015). Toby Fox.
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pm-fmp · 6 days
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Game Design Doc Research
I wanted to do some research on what Game Design Documents might look like by professionals in the industry, in order to see if there could be some ideas that I could use to improve my own.
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This video was quite helpful and even included a template. In the video, the basics of what a design document should cover are discussed, such as what sets your game apart, its mechanics, and the development process. While I found the content interesting, it didn't provide many new insights, as my brief had already outlined these fundamentals. I had hoped for a more detailed exploration of what distinguishes one design document from another in terms of quality and effectiveness.
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I also watched another video for research purposes, which, like the previous one, included a template and offered some useful insights. The presenter advocated for a minimalistic approach to game design documents, suggesting they could fit on a single page. While this style isn't particularly suited to the detailed document I'm currently crafting, it was enlightening to see how other professionals might approach their designs.
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Lastly, I found this video to be quite informative. The presenter, a game developer who has successfully launched an indie title, shared his personal experiences, which added a valuable perspective. I appreciated his view that there is no single correct way to create a game design document. This insight has encouraged me to consider how I might approach such a document creatively in future projects.
References
BiteMe Games. (2023). The easiest game design document (+ free Notion template). [Online Video]. Available at: https://www.youtube.com/watch?v=xUo0rL2c_LQ (Accessed 25 April 2024)
Go Make Games. (2023). A Game Dev's Saving Grace | Make a Game Design Document. [Online Video]. Available at: https://www.youtube.com/watch?v=VKNgk3ZBLS4 (Accessed 25 April 2024)
The Last Bacon. (2019). How to Write a Game Design Document?. [Online Video]. Available at: https://www.youtube.com/watch?v=VO4FNf-Xc58 (Accessed 25 April 2024)
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pm-fmp · 7 days
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Enhanced Gameplay Loop Part 2: Immersive HUD/GUI Design
In addition to the 4X elements previously discussed, another innovative aspect of the gameplay loop I want to integrate is a uniquely immersive HUD/GUI system. This feature will distinctly set my game apart from others in the market by giving players the sensation of being inside a faction-specific control room, deeply enhancing the immersion and strategic experience.
Control Room Interface Concept
Faction-Specific Designs: Each faction in the game will have a uniquely designed control room interface that reflects its cultural and technological characteristics. For instance, a technologically advanced faction might have a sleek, digital display with dynamic maps and holograms, while a more ancient or mystical faction could feature an interface with stone tablets and mystical runes.
Interactive Elements: The interface will not just display information but will require active engagement. Players will need to interact with various controls and monitors within their control room to manage their empire effectively. This could include toggling between different cameras on the battlefield, activating defences, or managing large-scale production and troop movements through interactive consoles.
Inspiration from Existing Games
Highfleet Influence: Drawing inspiration from "Highfleet", the game's interface will mimic the look and feel of a real command center. The design will focus on knobs, levers, and flashing panels that require manual interaction, making gameplay feel more tactile and engaging.
Five Nights at Freddy’s Mechanic: Similar to "Five Nights at Freddy's", players will need to monitor and manage multiple screens and systems simultaneously. This adds a layer of tension and urgency, as players must be vigilant about threats and opportunities across various parts of their empire. Switching between screens to access different kinds of information or control different aspects of their faction's resources and military forces will be crucial. However, I would like to note that this is not a main gameplay function, rather more of an aesthetic function that should not deter the player too much. Further testing and exploration is needed for this idea to see if it's viable.
Implementation of Interactive GUI
Dynamic Feedback Systems: The interface will provide real-time feedback based on in-game events. If an outpost is under attack, the relevant monitor could start blinking, or an alarm could sound, requiring the player to switch to that feed to address the threat.
Context-Sensitive Controls: Depending on the situation, controls within the interface can change. For example, during a full-scale attack, the control room might automatically rearrange its layout to highlight military controls and tactical information, whereas during peace, it might focus more on economic and development controls.
Strategic Depth Through GUI
Enhanced Player Responsibility: By having an interactive and immersive GUI, players will feel a direct connection to the game's world, as if they are truly commanding from a control center. This increases the strategic depth as players need to think and act like a true commander, prioritizing and responding to multiple demands and challenges simultaneously.
Engagement and Learning Curve: The unique interface will have a learning curve that adds to the game's depth. Experienced players can learn to optimize their control room efficiency, managing their empire more effectively than those who are less familiar with the system.
This innovative approach to HUD/GUI design will not only differentiate the game in a competitive market but also significantly enhance the player's engagement and strategic involvement, making each session uniquely challenging and immersive.
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pm-fmp · 7 days
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Gameplay Loop Part 1
For my gameplay loop, I would like to incorporate the familiar elements by the name of "4X" which many RTS games incorporate. Incorporating 4X (eXplore, eXpand, eXploit, and eXterminate) elements into an RTS game can add layers of strategic depth and replayability.
1. Dynamic Exploration and Fog of War
eXplore: A sophisticated fog of war system where the map not only hides enemy units but also dynamic environmental changes and periodic resource spawns. Exploration could reveal ancient ruins, hidden tech upgrades, or temporary power boosts.
Integration with RTS: The play can use scouting units or satellites/radars to continuously explore and monitor changes, keeping the map's strategic landscape fluid and requiring ongoing attention from the player.
2. Territorial Expansion and Base Building
eXpand: Players are encouraged to build multiple bases or outposts across the map to secure strategic locations and resources. Expansion can be made challenging through environmental hazards, hostile wildlife, or local insurgencies.
Integration with RTS: Expansion decisions must be balanced with defence and resource management, creating a push-pull dynamic where overexpansion can leave empires vulnerable to enemy counter-attacks.
3. Resource Management and Economic Warfare
eXploit: The game will have a multi-layered resource system where some resources are common but others are rare and strategically significant, requiring players to compete fiercely or trade with opponents. Introduce concepts like resource depletion and environmental impacts to add complexity.
Integration with RTS: The players will need to build supply lines that can be attacked or sabotaged, adding a layer of economic warfare where disrupting the enemy’s economy can be as effective as defeating their armies.
4. Diplomatic Interactions and Alliances
eXterminate: Alongside military conquest, there can be options for diplomatic victories through alliances, trade dominance, or cultural influence. Players can negotiate treaties, engage in espionage, or incite rebellions within enemy territories to destabilize them.
Integration with RTS: Players can create units and structures dedicated to non-combat roles, such as diplomats, spies, and cultural emissaries, each playing a role in weakening the enemy or strengthening the player's position without direct combat.
5. Technological Advancement and Research
eXplore/Exploit: The game will have a rich tech tree that impacts not only military capabilities but also exploration, economy, and diplomacy. Technologies can unlock new unit types, enhance resource extraction methods, or provide bonuses to diplomatic interactions.
Integration with RTS: Progress in the tech tree could be dependent on controlling certain types of territories or resources, adding an additional strategic layer to territorial expansion.
6. Endgame Crises and Events
eXterminate: late-game crises or events that can dramatically alter the status quo, such as powerful end game technology, invasions by powerful neutral forces, or widespread rebellions. These events would require players to adapt their strategies significantly.
Integration with RTS: Make preparation and response to these events a key part of the game strategy, where foresight and adaptability can determine victory or defeat, promoting dynamic gameplay throughout the match.
By weaving these 4X elements into the core gameplay loops of my RTS, it will be a more engaging and strategically diverse game that encourages players to think and adapt constantly.
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pm-fmp · 8 days
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Midjourney Fun
I recently used Midjourney to develop initial concept sketches, exploring potential art and design directions for my game.
My objective was to investigate how realistic terrain could be blended with holographic elements using a variety of prompts to achieve a distinct visual style.
Below are the outcomes of these explorations:
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While these initial concepts are intriguing, none have completely met my expectations. As the project progresses, I anticipate dedicating significant time to refining and sketching out my own ideas.
Additionally, I have experimented with designing modular vehicle concepts. My aim was to use Midjourney to generate a tank with a modular appearance, aligning with my game's planned feature of a customizable unit-creator.
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References
Midjourney AI [Software]. (2024). Midjourney Inc. Available at: midjourney.com (Accessed 24 April 2024)
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pm-fmp · 8 days
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Faction Ideas
Looking back at my research, I have come up with a few faction ideas. None of these are yet final but should give an idea of what to expect.
Governmental Faction
Playstyle: Balanced playstyle that is recognisable in many RTS games. Build buildings, create units, research upgrades.
Unique Mechanics: More modularity and control over buildings, units and research.
Unit Control: Balanced Basic unit control.
Mercenary Faction
Playstyle: The faction uses a similar playstyle to the Governmental Faction however focuses on incentives as opposed to having direct control of the units. Instead players place certain bounties on the tasks they want done. The units that require money can decide if they will take the task on.
Unique Mechanics: Only able to build buildings, the faction must use indirect methods to control their units.
Unit Control: Semi-autonomous; players set general directives (aggressive, defensive, explore) and units decide the best course of action within those parameters.
Ancient Faction
Playstyle: An old civilization of immortal beings that were asleep for over a millennium, now waking up and making their mark on the galaxy.
Unique Mechanics: Immortal bodies - Units able to resurrect and continue fighting when specific conditions are met.
Unit Control: Direct control with a focus on slow, powerful units that require strategic positioning and support.
Nomadic Faction
Playstyle: A faction that relies on mobility and hit-and-run tactics.
Unique Mechanics: Buildings are large vehicles that are able to move and have defensive abilities. Resources are primarily gained through raiding enemy resources rather than traditional gathering.
Unit Control: High; players must constantly move and manage units to exploit enemy weaknesses and escape before counter-attacks.
Stealth Faction
Playstyle: A stealth faction that manipulates the battlefield through advanced technology and psychic abilities.
Unique Mechanics: Can temporarily change the properties of the battlefield, like create illusions to mislead the enemy and become invisible. They can also control enemy units briefly and have spies.
Unit Control: Direct and tactical, with high reliance on special abilities and timing.
Each faction's distinct mechanics not only provide strategic diversity but also encourage players to adapt their style of play. Integrating such variety can help cater to different player preferences and increase the game's appeal and challenge.
Further Notes
Recently, while searching for inspiration and references for faction ideas, I stumbled upon the works of an artist named Pero H Cardoso. I found his creations to be truly fascinating.
Specifically, two of his pieces caught my attention. The first depicts a soldier mounted on a gigantic lizard, which resonates with my game concept. This imagery could be an excellent fit for one of the factions in my game, where giant beasts are used instead of traditional vehicles.
This piece also struck a chord with me. It portrays a soldier in a deeply emotional, serene yet intense manner. These qualities align well with my objectives, as I aim to create similar artwork for my game that reflects the lore and characters of each faction. Consequently, this artist serves as an excellent reference for my project.
Pedro has been gaining traction on ArtStation recently, and I plan to continue following his work to see what he creates next. By doing so, I can draw inspiration and potentially incorporate new ideas from his art into my projects.
References
Cardoso, P, H. (2024). A Moment of Prayer. [Online]. Available at: https://www.artstation.com/artwork/0405K4 (Accessed 23 April 2024)
Cardoso, P, H. (2024). Portfolio. [Online]. Available at: https://www.artstation.com/pedroh92 (Accessed 23 April 2024)
Cardoso, P, H. (2024). The Traveler - Protectors of the Rift. [Online]. Available at: https://www.artstation.com/artwork/39OQ32 (Accessed 23 April 2024)
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pm-fmp · 8 days
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Further Research - Recent Developments in RTS games
I wanted to do some further research into recent RTS game developments. The landscape of real-time strategy (RTS) games in 2024 is marked by both innovation and the modernization of classic mechanics, catering to a diverse array of gamer preferences. (Some of these will be games I would have looked at previously)
Large-Scale Battles and Economics - Sanctuary: Shattered Sun reflects a trend towards grand-scale strategy, featuring a spherical battle arena with unique gameplay mechanics and in-depth economic systems. This game is pushing the boundaries on the front of making battles larger and more epic.
Sanctuary: Shattered Sun is also setting a precedent for community engagement with plans for extensive post-launch support including multiplayer seasons, mod and map support, and regular updates based on community feedback. This kind of ongoing development and community involvement could be crucial for keeping my game relevant and engaging over time​.
Innovative Control Systems - Warhammer Age of Sigmar: Realms of Ruin - incorporates an innovative new control system called 'DirectStep' for Xbox controllers, as noted by Mandalia (2023). This system aims to bring the depth of keyboard and mouse controls to console gaming, a feature that could be particularly relevant if I consider adapting my game for console platforms in the future.
Economic Warfare and Resource Management - Offworld Trading Company. Offworld Trading Company offers a unique take on RTS by focusing on economic warfare rather than traditional military conflicts, according to Fernandez (2024). This game involves competing to control resources on Mars, with a dynamic player-driven market system. Incorporating complex economic systems into your game could add a layer of strategic depth that appeals to players who enjoy a different kind of challenge.
Innovative Gameplay Mechanics - Moduwar introduces a unique gameplay mechanic where you control a creature that can adapt and evolve by splitting and recombining its parts, as described by Biohex (2024). This kind of innovative mechanic could inspire similar creativity in my own game, perhaps by allowing units to combine or evolve based on player strategy and battlefield conditions
These developments suggest a trend towards diversifying gameplay experiences in RTS games, ranging from enhanced economic elements and innovative control schemes to community-driven content and large-scale strategic battles. Integrating these elements into my own game (if/where possible) could help it stand out in the modern RTS landscape.
Furthermore, this video by Houdini provides a very in-depth and useful pipeline for using AI in video game creation.
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The video provides a detailed exploration of integrating AI generation with Houdini and Unreal Engine to enhance video game development. Houdini, known for its procedural generation capabilities, is used to refine AI-generated assets making them more dynamic and suitable for game environments. Finally, the video illustrates how these assets are implemented and optimized within Unreal Engine, demonstrating the potential to streamline workflows and create more immersive and complex game worlds efficiently. This pipeline showcases the synergy between AI, procedural generation, and game engine technologies, offering a glimpse into the future of game development. Everything discussed here can also be useful for my own game idea.
References
Biohex Studios. (2024). Moduwar. [Video game]. Biohex Studios.
Enhearten Media. (N.A). Sanctuary: Shattered Sun [Video game]. Enhearten Media.
Fernandez, J. (2024). Best RTS Games On PC 2023. [Online]. Available at: https://www.gamingscan.com/best-rts-games-on-pc/ (Accessed 23 April 2024)
Frontier Developments. (2023). Warhammer Age of Sigmar: Realms of Ruin [Video game]. Frontier Developments.
Houdini. (2023). AI & Procedural Generation for Games | Johann Reynisson & Ólafur Larus Egilsson | SIGGRAPH HIVE 2023. [Online Video]. Available at: rockpapershotgun.com/highfleet-review (Accessed 23 April 2024)
Mandalia, A. (2023). How Warhammer Age of Sigmar: Realms of Ruin Is Bringing a Modern RTS Experience to Xbox Players. [Online]. Available at: https://news.xbox.com/en-us/2023/06/19/how-warhammer-age-of-sigmar-realms-of-ruin-is-bringing-a-modern-rts-experience-to-xbox-players/ (Accessed 23 April 2024)
Mohawk Games. (2016). Offworld Trading Company. [Video game]. Stardock Entertainment.
shatterdsunrts. (2024). Sanctuary: Shattered Sun. [Online]. Available at: https://shatteredsunrts.com/ (Accessed 23 April 2024)
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pm-fmp · 13 days
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New developments in RTS games
Here I will be researching recent developments in related RTS games. The games on this list have come out within the last 5 years and have innovated in some new or interesting way.
D.O.R.F. Real-Time Strategic Conflict (2024, Unreleased)
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This game draws heavy inspiration from classic RTS games like Command and Conquer, adopting the same visual style while updating it for modern systems. Its graphics are refreshingly simple yet striking, offering a distinct aesthetic that stands out from many contemporary titles. This is particularly relevant to my game as we share foundational mechanics, similar to those in Supreme Commander.
The game's most significant innovation lies in its imaginative and unique unit designs, including tanks and other vehicles. These units are realistically detailed yet are creatively engineered to exist only within the game's world. This design choice ensures the units avoid the uncanny valley, maintaining a strong sense of immersion throughout gameplay.
Manor Lords (2024)
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Manor Lords aims to combine deep, organic city-building with large-scale tactical battles, set in a realistically inspired medieval setting. The innovation here might be found in the game's approach to blending real-time strategy with city building in a way that attempts to be historically accurate, focusing on realistic development and warfare. So far, no other game has attempted this.
Terra Invicta
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Developed by a team known for complex strategy mods, Terra Invicta's innovation likely lies in its approach to space strategy and geopolitics. The game involves managing Earth's defence through a global council against an alien invasion, combining grand strategy, space exploration, and political management in a unique mix.
The Wandering Village
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This game's central innovative concept is building and managing a village on the back of a giant, wandering creature. It combines city-building with survival elements, where players must balance the needs of their village with the health and direction of the giant creature they inhabit.
Airborne Empire
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Much like The Wandering Village, Airborne Kingdom innovates by taking the city-building genre to the skies. Players must construct, manage, and expand a floating city, balancing lift and propulsion while exploring a vast landscape from above. The visual style and the flying city concept add a fresh twist to the city-building genre. Both of these games innovate by having a city building sim on a moving platform that the player can use to explore a larger world.
Homeworld 3
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As the latest instalment in a renowned space strategy series, Homeworld 3 is expected to innovate with modern graphics and new gameplay dynamics that enhance its 3D space combat and strategy. It might also incorporate more advanced storytelling elements and multiplayer features, building on the legacy of its predecessors. Currently it's unreleased but it should be one I keep my eye on as it might provide valuable reference for my own idea.
References
D.O.R.F RTS - Indie Real-Time Strategy Game. (2023). D.O.R.F. Real-Time Strategic Conflict - PC Gaming Show Teaser. [Online Video]. Available at: https://www.youtube.com/watch?v=-nMW35hGtBU (Accessed 18 April 2024)
GameTrailers. (2024). Manor Lords - Official Gameplay Overview Trailer. [Online Video]. Available at: https://www.youtube.com/watch?v=UBbDrHOSRkc (Accessed 18 April 2024)
GameTrailers. (2023). Terra Invicta - Official Launch Trailer. [Online Video]. Available at: https://www.youtube.com/watch?v=zuaNqUmbLnk (Accessed 18 April 2024)
IGN. (2023). Homeworld 3 - Official Extended Gameplay Trailer. [Online Video]. Available at: https://www.youtube.com/watch?v=Ph5x6e08QQM (Accessed 18 April 2024)
The Wandering Band. (2023). Airborne Empire Gameplay Trailer. [Online Video]. Available at: https://www.youtube.com/watch?v=u_LumI3GJug (Accessed 18 April 2024)
Xbox. (2023). The Wandering Village - Release Date Trailer [Online Video]. Available at: https://www.youtube.com/watch?v=NAKF4T6PfU8 (Accessed 18 April 2024)
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pm-fmp · 14 days
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Further AI exploration
I wanted to further explore potential uses of AI, so did some research on what else is currently out there, or what tools are poised to be coming out in the near future.
All the tools listed in this and the previous blog post provide me with a detailed understanding and wide selection of relevant tools that I could use if needed.
Substance AI tools
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Still in development, substance sampler has a new update planned in the near future where the user will be able to write a prompt and generate a PBR texture! This could be very useful for my game.
Blender AI
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Blender has a number of useful AI tools, mainly incorporating stable diffusion into it. I haven't used blender that much so far, as I have a preference for Houdini, so maybe this could be a reason to get back into it.
Unreal AI
Unreal engine has a tool called Ludus AI which is not yet released. (I have signed up to the beta, but not yet received my invitation). This tool is advertised to allow the user to use text prompts in order to do anything in unreal engine, including blueprints. This could be extremely useful for creating blueprints and game mechanics!
Maya AI
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https://www.autodesk.com/solutions/autodesk-ai
Maya has a new AI-assisted workflow feature currently in Beta. I have signed up but have yet to be accepted. The feature allows the user to interact with Maya via text-prompts, it's very intuitive and can definitely be useful.
Sound - Audiogen AI
Audiogen is a text to sound AI generator. This could be useful for creating sound effects for my game. I can further edit these sounds in any sound effects software.
Here is a sound of a laser tank shooting a projectile that I've just made for a test:
References
askNK. (2024). A.I Assisted Tools Now In Substance 3D! [Online Video]. Available at: https://www.youtube.com/watch?v=1n1ZvG1zUr0 (Accessed 26 April 2024)
Audiogen. (2024). Audiogen. [Online]. Available at: https://www.audiogen.co/ (Accessed 26 April 2024)
Autodesk. (2024). Autodesk AI. [Online]. Available at: https://www.autodesk.com/solutions/autodesk-ai (Accessed 26 April 2024)
Autodesk. (2023). Leveraging Artificial Intelligence for Intuitive Interactions in Maya. [Online Video]. Available at: https://www.youtube.com/watch?v=jo_aoNn2rAg (Accessed 26 April 2024)
InspirationTuts. (2023). These Blender AI Addons Will Shock You!. [Online Video]. Available at: https://www.youtube.com/watch?v=FUTyCTjE7Co (Accessed 26 April 2024)
Ludus Engine. (2024). Ludus AI. [Online]. Available at: https://ludusengine.com/ (Accessed 26 April 2024)
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pm-fmp · 29 days
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AI possibilities
Here I will do some research in possible AI uses that could aid me in making this video game.
Midjourney AI
The first is the tried and true Midjourney AI. This is one of the best prompt based AI's I've used but there's an issues with this for me. Having a prompt based system doesn't give me much room to modify or explore the concept that the AI makes, apart from taking it into photoshop and doing paint overs. I would like to see if any other AI tools exist that can be of more use.
Krea AI
Krea is a bit more interesting than Midjourney. It has a real-time capture function which allows the user to share their screen to the AI. This means the user can be painting normally in photoshop on one screen while the AI observes their painting and gives suggestions in real time on things to modify. If the user likes something, they can import that into their work and carry on painting over the top of it.
This is interesting because, it gives the user more control over the end result of the artwork rather than using a prompt and hoping for the best. It also allows the user to paint themselves and can thus give better and more "human" results.
Stable Diffusion - AUTOMATIC1111
Stable Diffusion is another useful option. This allows the user to select from many different AI models that can be downloaded, most made by other users that all do different things. For example, there is one called Texture Diffusion which is all about creating textures.
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Stable Diffusion - Comfy UI
Comfy UI is the same concept as above, however provides a much more advanced node based interface for stable diffusion allowing much more control over what is happening whenever you type a prompt. This is the best interface for Stable Diffusion in my opinion.
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Houdini MLOPS
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Houdini MLOPS is Stable Diffusion integrated into Houdini. As well as this, it comes with many different machine learning tools that can help with many mundane tasks.
Houdini Stable Diffusion
Similar to MLOPs, this is a different plugin but also integrates Stable Diffusion into Houdini, however in a different way. With Houdini Diffusion, it seems possible to generate a texture that you can then project onto the model. This could be useful with texturing RTS game buildings.
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Tripo SR + Layer Diffusion
Tripo SR is a tool that allows 3D Models to be generated from an image, it's complimented by Layer Diffusion which generates a compatible image from a prompt. Together, this allows the user to create 3D Models from prompts and this can all be integrated into Comfy UI
References
AUTOMATIC1111. (2024). stable-diffusion-webui. Available at: https://www.github.com/AUTOMATIC1111/stable-diffusion-webui [Accessed 02 April 2024].
comfyanonymous. (2024). ComfyUI. Available at: https://www.github.com/comfyanonymous/ComfyUI [Accessed 02 April 2024].
Houdini. (2023). Houdini MLOPs - Data, Training and Generative AI | Moritz Schwind & Paul Ambrosiussen | SIGGRAPH… Available at: https://www.youtube.com/watch?v=OEK94caFtVY [Accessed 02 April 2024].
Krea AI, 2024. Krea AI. Available at: https://www.krea.ai/home [Accessed 02 April 2024].
Midjourney AI, 2024. Midjourney. Available at: https://www.midjourney.com/ [Accessed 02 April 2024].
Robot Rib... (2023). Stable Houdini Demo - part 1. Available at: https://www.youtube.com/watch?v=-yQ7djJEtks [Accessed 02 April 2024].
Robot Rib... (2023). Stable Houdini Demo - part 2. Available at: https://www.youtube.com/watch?v=lAJU1I_7Nh8 [Accessed 02 April 2024].
Robot Rib... (2023). Stable Houdini Demo - part 3. Available at: https://www.youtube.com/watch?v=YR78a258HYw [Accessed 02 April 2024].
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pm-fmp · 1 month
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Graphical Direction Ideas - Part 2
In this blog post, I aim to expand upon my quest for visual inspiration, venturing beyond the typical aesthetics found in games to develop a truly unique graphical style. My design philosophy centers around creating a minimalist yet complex visual experience, prioritizing functionality while ensuring each element is visually stunning and engaging.
Below, I've curated a selection of graphics that align with my vision for the initial concept art sketches. These images captivate me with their vibrant colors, intricate details, and overall ambiance, setting a foundational tone for my creative process.
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Bellow i've included a collection of images that more closely resemble the potential look of my game. These examples skilfully blend realistic terrain with digital wireframe effects, providing a closer reference point for what I envision.
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This particular one (bellow) stands out as my favourite. It merges realistic landscapes with a cohesive, stylish execution that resonates deeply with my artistic goals.
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Stepping back, the subsequent images shift focus slightly, serving more as references for colour schemes and shape language. These pieces are especially compelling, offering a broader perspective that could influence how players perceive the game world through an in-game monitor.
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I've also explored the intriguing world of Data Visualization art. A new discovery for me, this form of art transforms data—such as Netflix viewership—into visually engaging pieces. One image, in particular, reimagines data as art, providing a fresh perspective that could inspire elements like a research tree interface within the game.
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Lastly, I've been examining online videos that feature wireframe and holographic cityscapes superimposed on realistic terrains. These resources are proving invaluable as I continue to refine and evolve my visual strategy for the game.
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Through these explorations, I'm not just defining a visual language for my game; I'm also discovering unique graphical styles that are rarely seen in games. Each step of this journey is a vital component of my creative process, allowing me to craft visuals that stand apart in the gaming world.
References
Abe, S. (2019). FUI / HUD Study @Learnsquared HUD Design Course. [Online Image] Available at: https://www.behance.net/gallery/89931385/FUI-HUD-Study-Learnsquared-HUD-Design-Course (Accessed 31 March 2024)
Adams, W. Ferreirinha, G. Bussey, S. Rigley, M. (2022). BATTLEFIELD 2042 | MAPS + INTERFACE. [Online Image] Available at: https://www.behance.net/gallery/134505091/BATTLEFIELD-2042-MAPS-INTERFACE (Accessed 31 March 2024)
aliyun. (N.A.). datav-showcase. [Online Image] Available at: https://www.pinterest.fr/pin/521150988140129606/ (Accessed 31 March 2024)
antbaena. (2017). Untitled. [Online Image] Available at: https://www.antbaena.tumblr.com/post/165764103783 (Accessed 31 March 2024)
bdcnetwork. (2015). Illustrations capture essence of Aalto, Ando, Hadid, Foster, and other famous architects [slideshow]. [Online Image] Available at: https://www.bdcnetwork.com/illustrations-capture-essence-aalto-ando-hadid-foster-and-other-famous-architects-slideshow (Accessed 31 March 2024)
BrightPhoton. (2015). Falcon. [Online Video] Available at: https://www.vimeo.com/117052295 (Accessed 31 March 2024)
Compo, D. (2015). HUD/UI Concepts. [Online Image] Available at: https://www.behance.net/gallery/27736495/HUDUI-Concepts (Accessed 31 March 2024)
Dribble. (N.A.). Terminal. [Online Image] Available at: https://www.pinterest.fr/pin/452330356324532433/ (Accessed 31 March 2024)
GEOARCHITECTURE. (2015). CHOO_BRIEF 3_18S. [Online Image] Available at: https://www.geoarchitecture.wordpress.com/2015/08/24/the-urban-hyperobject/choo_brief-3_18s/#main (Accessed 31 March 2024)
GEOARCHITECTURE. (2018). AVRAAMIDES_BRIEF_1B_7S. [Online Image] Available at: https://www.geoarchitecture.wordpress.com/teaching/ds18_2017-dhaka-design-ing-a-delta/avraamides_brief_1b_7s/#main (Accessed 31 March 2024)
GEOARCHITECTURE. (N.A.). DS18_2016/17: MONSOON ASSEMBLAGES CHENNAI, BRIEF 1: HYDROLOGICAL PROTOTYPE. [Online Image] Available at: https://www.geoarchitecture.wordpress.com/teaching/ds18_201617-monsoon-assemblages-chennai/ds18_201617-monsoon-assemblages-chennai-brief-1-hydrological-prototype/ (Accessed 31 March 2024)
Gupta, A. (N.A.). Limm – digital art collection | Deskriptiv. [Online Image] Available at: arch2o.com/limm-digital-art-collection-deskriptiv/ (Accessed 31 March 2024)
Hightopo. (2021). Intelligent Operations Centre for Smart City. [Online Video] Available at: https://www.youtube.com/watch?v=Bz0VIM4LsWE (Accessed 31 March 2024)
Hightopo. (2022). Smart Port Dashboard | Cesium GIS 3D Map Port | Digital Twin | الشحن الذكي | 스마트 배송 | 智慧海運. [Online Video] Available at: https://www.youtube.com/watch?v=qk9EfkS1jr8 (Accessed 31 March 2024)
kepler. (N.A.). kepler. [Online Image] Available at: https://www.kepler.gl (Accessed 31 March 2024)
Marek, S. (2018). Third Eye System. [Online Image] Available at: https://www.artstation.com/artwork/yYlLx (Accessed 31 March 2024)
Markov, M. (2016). Orbital sniper / Full CG (November 22, 2016). [Online Image] Available at: https://www.behance.net/gallery/44572093/Orbital-sniper (Accessed 31 March 2024)
Rainaud, A. (2017). Maalavidaa S1. [Online Image] Available at: https://www.behance.net/gallery/48703677/MALAVIDA-S1-Digital-Art (Accessed 31 March 2024)
shy. (N.A.). Untitled. [Online Image] Available at: Owner. (N.A.). Title. [Online Image] Available at: https://www.pinterest.fr/pin/1829656093094275/ (Accessed 31 March 2024)
Stone, V. (2021). New City. [Online Image] Available at: https://www.artstation.com/artwork/3d3NdJ (Accessed 31 March 2024)
Trotto, J. (2011). Swarm. [Online Image] Available at: https://www.flickr.com/photos/grmblshi/6485330659/in/faves-jaredaidenwolf/ (Accessed 31 March 2024)
Vincent Studios. (2015). SPECTRE UI Creative direction, design & animation. [Online Image] Available at: https://www.behance.net/gallery/32049895/SPECTRE-UI-Creative-direction-design-animation (Accessed 31 March 2024)
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pm-fmp · 1 month
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Graphical Direction Ideas - Part 1
In this blog post, I would like to go over some research on possible directions for the graphical direction of this game.
Supreme Commander Forged Alliance
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Since Supreme Commander is my "main ref", it's worth looking at it for graphical direction as well. It has a realistic, low poly and minimalist style graphic direction. Whilst being low poly, the game still looks great and has held up very well over all these years since it released in 2007. Because of this, it is worth considering to go in the same direction for graphical style.
HighFleet
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An alternative approach might involve adopting a design similar to HighFleet, especially emulating the tactical map shown in the first screenshot above. This style prioritizes functionality over aesthetics, presenting a realistic, albeit minimalistic, appearance that integrates effectively. Nevertheless, it's worth noting that this design is strictly limited to UI elements without representing any units, contrasting with my game which will feature 3D units.
The second screenshot provides additional inspiration for the HUD and UI, emphasizing a design that values functionality. The array of screens and dials positioned along the right side, coupled with the simulated dirt on the window, contributes to an enhanced sense of immersion by adding a layer of realism and detail to the user interface.
Homeworld (Map view)
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Another type of possible graphic direction could be something similar to Homeworld's map/radar view, this is an overlay mode the player can enable to see the map in a way that highlights certain elements on the map.
Something similar to this, could also serve my game as well. It could work well with the immersive style of UI I have in mind. For example, the game's graphics could be representative of looking through a type of monitor in the control centre, rather than being realistic.
Act of Aggression (Tactical Map)
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Act of Aggression is another RTS game that features a tactical heat map overlay (the game's default graphics are realistic). The heat map overlay is another useful reference for my own game if I plan to go in this direction.
X4 Foundations (Tactical Map)
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Furthermore, X4 Foundations which is a space-sim game also features a tactical overlay map worth looking at, however it is much more minimal than what I would like and features only icons.
Ashes of the Singularity (Tactical Map)
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The tactical map featured in Ashes of Singularity offers a richly detailed reference that I consider highly beneficial for my game, blending both 2D and 3D elements, including buildings and icons. An intriguing feature of this map is its representation of topography, as well as the depiction of roads and paths connecting various points on the map, adding a layer of strategic depth to the navigation and planning aspects of the game.
Further Notes
Recently, during my ongoing research, I stumbled upon an artist named Rui Huang, whose environmental concept artwork truly impressed me.
This connection struck a chord with me as I have been dedicating time over the past few months to learning Blender myself. However, his work was presented much more professionally than what I had done previously. Particularly the piece bellow:
This particular section of terrain is not only interesting but also presented in a captivating manner. This approach could be highly beneficial for the terrain design in my video game project. Given the impressive results that Blender can achieve, as demonstrated by other artists, I'm considering using it to create the game's terrain. This decision hinges on whether Blender can deliver superior outcomes compared to other software options, optimizing both the visual impact and the technical execution of the game's environmental design.
Furthermore, his portfolio is a gamechanger in terms of presentation compared to other artists because of how his environments are presented within a small animation. This inspires me to step up my skills and do the same in future projects.
References
Brown, M. (2016). ASHES OF THE SINGULARITY: ESCALATION - EVERYTHING WE KNOW. [Online Image]. Available at: https://www.gamewatcher.com/news/2016-31-10-ashes-of-the-singularity-escalation-everything-we-know (Accessed 31st March 2024)
Eldelpan. (2023). Look! a mission to investigate an economic monopoly plot!… 25 minutes later… [Online Image]. Available at: https://www.reddit.com/r/X4Foundations/comments/15adn7m/look_a_mission_to_investigate_an_economic/ (Accessed 31st March 2024)
falco708. (2019). RTS Tactical Overview (like Homeworld) with Fleet Block. [Online Image]. Available at: https://www.starmadedock.net/threads/rts-tactical-overview-like-homeworld-with-fleet-block.31397/ (Accessed 31st March 2024)
Huang, R. (2024). Portfolio. [Online]. Available at: https://www.artstation.com/spikenerd (Accessed 31st March 2024)
Huang, R. (2024). Terrain exploration. [Online]. Available at: https://www.artstation.com/artwork/LR15bw(Accessed 31st March 2024)
StrategyFrontGaming. (2020). Homeworld: Deserts of Kharak in 2020? - Retrospective. [Online Image]. Available at: https://www.strategyfrontgaming.com/homeworld-deserts-of-kharak/ (Accessed 31st March 2024)
Vasilejevich. (2013) Screenshot for Supreme Commander Forged Alliances. [Online Image]. Available at: https://www.sfx.thelazy.net/games/screenshot/3902/ (Accessed 31st March 2024)
Vega, S. (2021). HighFleet review: a brilliant strategy game buried under frustrations. [Online Image]. Available at: https://www.rockpapershotgun.com/highfleet-review (Accessed 31st March 2024)
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