It’s me again. The last few Dark Void blog posts from Dark Void Associate Producer Shana focused on some of the characters that populate the world of Dark Void. I figured I’d step in and talk a little bit about the environments. We often have talked about the visual variety that exists in the landscape of the Void. The concept art in this blog should help give you a sense of what we mean. Also, in the future I’m going to show you the actual in-game areas depicted in these concept images, and we can talk about the iterative process of going from the page (or in this case, the page, Photoshop, etc.) to the screen, at least how we do it on Dark Void.
Obviously some context to the images helps, but I’d hate to spoil the story too much. So, I’m going to try to clue you in to what you are looking at without blowing too much of the plot of the game. No doubt, since we both know you’re sharp, you’ll be able to piece together some plot points, just don’t brag about it too much.
We have focused hard on making the Void a dynamic place, where one could go from lush jungle, to alien canyons floating in air, to high-tech super glossy alien architecture, to vertigo inducing heights, etc. We want the art palette to change and evolve with your progress through the narrative, in some ways serving as the visual backdrop for important plot points. So as you move through the game, expect a constantly changing backdrop to the combat carnage you unleash from the skies….
Now to some pics…
Early in the game, before entering the Void, Will has to take off from somewhere right. Well, that place is Nassau. Although it generally looks like a paradise (check Google..trust me), Will needs to take off in the middle of storm that is dangerously threatening to become a full fledge hurricane. If you’ve been following Dark Void, you can guess where Will flies to…if you haven’t…then you really need to Google Nassau… it will all make sense
Tough one to explain here, let’s just say that humanity has many factions in the Void, and this particular faction just felt the wrath of the Watchers…thanks to you…kinda….sorta….well….you’ll see……
Next to Will’s jetpack, the ark represents Tesla’s crowning achievement, and the biggest hope the people trapped in the void have of ever returning to earth. Here we see it tethered at a dock. Although the base looks rusty and like it has been there a long time, it’s good to remember that the humans in the void get by on scrap metal and found objects that make their way through into the void , as such, all of the human resistance architecture has a very hodge podge feel to it.
Ah the ark in all its glory, presumably setting a course for home...
Outside shot of a Watcher detainment facility.
And a look inside, trust me, I’m sure you’ll get very familiar this architecture. We have been shooting for a very clean, shiny, almost medical look to how the Watchers build their habitats.
And as you can see, not every element is purely visual, here you can see how we work gameplay into our concept drawings, and eventually into the game..
So that’s a brief look at some of the places you’ll see during your stay in the void. As I said, when I come back, we’ll be looking at the transition from concept, to in-game with some actual screenshots, perhaps, if you guys are into it, and let us know, we can return with a video or two, and really show off more of the world. What do you think?
First off, thanks again for your feedback and comments the first, of no doubt many, AI related blogs.
So what has been going on lately with Dark Void….what haven't we been up to?!?!
The team has been working hard on getting our levels locked down and into the art pipeline. This has been a super collaborative effort between the design team, art team, team leads, etc. At some point we’ll do a full blog or two on our level design philosophy, but I’ll share a small smidge right now.
Everyone following Dark Void by now has seen the gameplay footage that came out during the E3 time frame. Although we’re very proud of our demo for E3, that’s just what it was, a demo. As such, we made a very structured flow, with a deliberate pace to show off each and every one of our mechanics, one after another.
For those that missed it, it went like this. (Now with animals!)
Shoot enemies on the ground
Hovering Death from Above
Shoot enemies on the ground
Vertical Combat Awesomeness
Shoot enemies on the ground
Jetpack dogfight Awesomeness
UFO Skyjack
Sneak Peak Archon boss fight
These images made funnier if you know the demo…check out the video online
Ok, so the demo was cooler than that flow makes it seem, way cooler, but not as cool as if we had made it using animals as our characters (can you tell its Friday?).
All in all, I felt the demo did a great job at hitting our goals. But being structured such as it was, I think it gave the false impression that our game was going to be a very linear progression of those gameplay elements through our level flows.
Very far from the truth!
Now, we are by no means an open world game, but that demo flow is far from what we consider the ideal way to celebrate having a very cool character, with an extremely cool jet pack, kick ass and take names in the Void.
The jetpack really provides a lot of player freedom, as such, making sure our levels support that freedom is crucial. Making sure we are creating an experience that can cater to those that like to run and gun, cover users, people who take to the skies to rain death from above, and those that love it all, well…that is the real trick, isn’t it. I think we’re getting closer to the goal though.
Right now, after takinga bit of time to let Will get settled into The Void, it’s not too long before we put the player in the driver’s seat and let them try out their favorite tactics (as for myself, I am partial to “Death from Above”
Hey, while we’re on the topic of levels, and to help put to rest some of the things I’ve read about D/V being nothing but Grey’s and Brown’s on the color spectrum (somewhere there is an alien joke in that last sentence, I just can’t find it). Here is a concept piece from one of the level’s we’ve been working on lately.
Hope you like it! Feel free to ask some questions about what you are looking at in the comments sections, I’ll share what I can (apologies ahead of time for cryptic answers).
Jason Hail, our intrepid AI programmer over @ Airtight, has written a small peek at Dark Void through the lense of AI. Here it is...
Howdy, Jason Hail checking in. I'm the Senior AI programmer at
Airtight Games working on Dark Void. This last year has been a
whirlwind of activity for us AI guys, and let me tell you: this game
is big! We have ground combat, vehicular combat, aerial jet-pack based
combat, vertical combat and some more surprises I can't even talk
about yet. One of the big challenges for me is to keep a handle on all
of the different elements we have in order to stay focused on the core
gameplay mechanics that make Dark Void great. It helps to look at the
games that inspired Dark Void, and to pick apart what made them work.
There's one common thread I found in those games: great gameplay comes
from iteration. You think really hard about how to make something fun.
You polish the idea for months in your head. Then you try it in game.
And, sadly, as great as it was in your head . it sucks to play. So,
you have to start again. You come up with a better idea. A bit more
cautiously, you try it in game. It no longer sucks; now it's even kind
of fun. So you refine it, let others play it, tune it based on their
feedback. Now it's even more fun. And so on, until you have a final
product that absorbs the player from the moment they press START.
Diagram 1. My highly scientific diagram of the evolution of awesome
game play. Those first 4 steps can repeat for quite a long time.
OK, you say, So more work makes the game better. Tell me something I
don’t know, n00b.
Well, the trick is how do you pack the most iterations into the tight
schedule of making the game? Around the beginning of this year, it
became apparent that with all the cool gameplay ideas we had for Dark
Void we desperately needed a structure for creating and testing new AI
quickly. I began reading a lot about different AI models, and one
structural idea kept popping up: Behavior Trees. So, what's a Behavior Tree?
A Behavior Tree is a structure that breaks complex decisions down
into a series of small choices, which yield a set of concrete actions
for your AI to carry out. As always, an (somewhat silly) example tells
the story:
Imagine you're a hungry AI. You have no sandwich, and worse yet you
have no car! What to do? Well, you could get a sandwich from the
fridge, but if you forgot to go shopping your fridge is empty. You
have no car, so you need to find one. Maybe your parents would let you
borrow theirs? If you drive like me, the answer is "probably
not." So, you'll need to trick - oops, I mean convince - a friend
to help you out. Maybe they'll let you borrow their car? If not,
perhaps they'd give you a lift to the store?
Our AI isn't so concerned about sandwiches, but they are quite
interested in killing you and your fellow Survivors. So, they approach
the problem in much the same way: Do I have an enemy? If so, what
means do I have to dispatch him? Am I hurt, and do I care that I'm
hurt? Is there someplace strategically better to fight from? Questions
yield even more specific questions, which in turn arrive at one or
more actions to take to satisfy the problem at hand. At all times, the
AI monitors the outcome of its choices. The AI can adapt the plan to
changing world conditions, even remembering things for the future
like, "How did that plan turn out last time? Did I succeed, or
fail miserably?
We AI guys dream about stuff like making their AI totally self-aware
and self-sufficient. However, designers still want to be in charge of
finessing the game - and rightly so! Tell a designer the AI is going
to go off and think for itself entirely and you'll have one panicky
designer. Our toolkit includes a home-grown Behavior Tree editor that
allows designers to build and tune and preview their AI in (say it
with me now) real-time. Along the way, as we add ever richer behaviors
for the AI, the design team can pick and choose how and where to drop
it in. Since there's just one of me and there's a LOT of AI to build
for this game, it puts design in the driver's seat and allows me to
sit back and do important stuff like sit in meetings (just kidding, boss!).
I'll try to write again soon. Thanks for reading along, and of course
if you want to know more feel free to comment here. For now, a
deadline looms and I have AI to teach. "Kill, boy! Kill! Good
boy. Goooooood Watcher."
I've been caught up in the Void lately, but now I'm back, expect more DV goodness to come soon. Sorry for the nonpost post.
Things to share when I get back..., a look inside the games Ai by AI designer Jason Hail, an early look @ concept from the first episode, and perhaps one other surprise..
Hi everyone! I just got back into the office after an
excellent (albeit small) E3. We had four stations running Dark Void (all X360s)
where we were talking about the game as well as letting outsiders play it for
the first time. Whew! Talk about overwhelming, but very positive. The build
itself was stable, although the frame rate was a bit shaky- but with a year to go,
I am super confident with our ability to craft a brisk, smooth, jet-packy
hot game experience. The
tons of press folks that played it had awesome things
to say about their first hands-on experience which brought smiles to our very
tired faces andhelps affirm we’re on the right path
with this one.
I wanted to show you guys a few of the screens from the build, ideally showing off
some stuff you many not have seen yet.
First off is a shot of the Watcher Sergeant (basically the
elite squad leader type who rolls with the Watcher Pawns out on the
battlefield. The Pawns are the guys you’ve been seeing for a
while now. You can see he’s a bit beefier, toting the super powerful
Disintegrator gun (so sweet to use), In fact, you’ll have to get through his
armor, literally, if you want a shot at putting him down. If you look in the
background, you can see the Watcher Pawn as well. I’ll do some enemy comparison
posts in the near future for you guys.
And here is a shot of Will going head to head with one these
guys in Vertical Combat
And finally, here is a shot of our redone Sky.
Now remember, there is a lot to the void, so expect to see
more terrain variety in future posts. I can’t wait to show you guys the new
hotness we’re cooking up. I’ll try to sneak out some early screenshots of the
other levels towards the end of the month.
A shout out to all my southpaw friends, we’re going to work
hard to support you. I got bombarded by lefties during the show, and it made me
realize your plight in terms of alternate control schemes. Don’t fret;
supporting alt control schemes has made the list of high ticket items that we
will be tackling before release.
So all in all a great show, and the reactions were super positive.If you’re down in San Diego this week, try to swing by the Capcom
booth ComiCon. In addition to checking out Dark Void , there are tons of other
Capcom games that we’ll be showing off.