Tag Archives: Git

MEGA (Mundo Estrella Galicia) Sport Training (Kinect)

Disclaimer: This is a video preview of the published game. This video not shown the final state art.

3D Wire 2019

Details

Project: Estrella Galicia: MEGA Sport Training
Studio: Flying Beast Labs (Cateffects S.L.)
Genre: Sports, Casual
Platform: Windows, Kinect v2
Job description: Lead Programmer, Tool Programmer, Technical Artist
Technologies: Unity3D, .NET, C#, Git, Source Tree, Hercules Setup Utility
Website:
- https://mundoestrellagalicia.es/
- https://flyingbeastlabs.com/proyectos/mega-sport-training/
- https://flyingbeastlabs.com/3d-wire/

Credits

Lead Programmer, Tool Programmer & Technical Artist
José Miguel Sánchez Fernández

Gameplay Programmer
Diego Santiago Sanz

Producer & Game Designer
Carlos L. Hernando Lopéz

Project Manager, Music Composser & Sound Technician
Daniel Nuñez Martín

Art Director, 2D Art & UX Designer
Alberto de Torres Martínez

3D Art, Modeling, Rigging & Animation
Irene Arnaiz Lopéz

Producer
Cesar Piña Mudarra

Description

Lead Programmer and Tool Programmer for the development of MEGA Sport Training, an interactive experience for MEGA: Mundo Estrella Galicia museum, in A Coruña, Galicia, Spain.

My main task in this project was develop the entire game architecture, focused on modularize all critical parts of the project for ease maintenance, upgrade or deep-changes quickly, the creation of requested tools during the development, and supervising the work of a junior programmer, the person that was develop the 4 mini-games that compose the game (basket, football, hockey and rugby) and help me to integrate the Kinect v2 SDK in Unity and study how implement features like the advanced gesture recognition.

Other tasks that I colaborate was supporting the 2D and 3D artists as Technical Artist, optimizing all 3D assets and materials in-game (combining meshes, fixing materials setup in Unity, and advise the 3D artist, a junior profile, in some tasks involved with optimizing modeling and asset exporting), setup the lighting in all scenes and setup all post-processing effects to fit the limited requeriments of the target machine (an Intel NUC without dedicated graphics card) to achieve a good performance without lost quality visual look & feel.

3D Wire 2019

This same year, we make a variation for the 3DWire (https://3dwire.es/), an important spanish annual event of animation, games and new media that is celebrating in Segovia. Weird Games: Food Training is the new name of the game and have a little visual changes as replacing all sport things like the basket ball by a toaster or the hockey disks by spanish omelets, most of the work as rebranding and applied some gamification rewards for the event games.

The true challenge: Kinect 2.0, Windows 10 and beyond

Also of the difficulties recording custom gestures using the official Kinect SDK tools, implmenting a custom gesture system to avoid some issues with some gesture recognitions, and the many other related and technical issues, the true challenge to develop and maintain this project are the Kinect 2.0 + Windows 10 combo:

  • Kinect 2.0 has been discontinued by Microsoft in fall 2017 and removed support on Windows (drivers, tools, etc...) a few months after publising the tools for Kinect 2 for Windows (supported Windows 8.1 as last official version).
  • Never existed an official SDK for Unity, only a few outdated particular user implementations on the web for Unity 5.6 (we developed the game with Unity 2018.3.5). We using the only full implementation solution available and well documented by examples, that can be found in the Asset Store.
  • No all PC configurations supports Kinect 2 hardware. During the pre-production, we found that only 2 PCs in our studio are capable to run Kinect 2 without problems. Other PCs directly can't work, can't recognized the Kinect hardware. Seems the USB 3.0 in most of them has issues related with power supply or the drivers (in some cases, Kinect burned the AC Power unit on a couple of our PCs).
  • Kinect 2 hardware can't works on current versions of Windows 10. The last supported version is the build 1803 (April 2018 Update). The USB 3.0 drivers has many known issues and one of them affect to Kinect 2 USB connector. The solution initially seems very simple: using the build 1803, but...
  • In Windows 10 you can't full disable Windows Update services. And, later or soon, your Windows 10 will be forced to upgrade to latest version. In our case, disconnect the PC from the net is not a solution. The PC can not we unpluged from the net because need access to internet to send mails and send and read signals from an UDP server. Basically, the solution passed to reroute the all Windows Update known server address to localhost in the Windows hosts file, setup all Windows Update related services to manual and disabled it, and blocking the internal Windows folders related with Windows Update downloads and deployments.
  • The official Kinect 2 AC Power Unit not works on current PC configurations. One of the Kinects, supplied by the museum worked with the Surface 3 AC Power Unit instead of the Kinect official unit. For any reason the Kinect 2 official AC Power Unit not works properly on current PCs.

And the final boss...

But the true challenge was the final issue of the Kinect 2 + Windows 10 combo. At the final stages of the development and testing, we found the game sometimes was freeze without any reason! (very inappropiate for a museum experience).

After 2 weeks of deep debugging and testings in the source code of the Unity implementation of the Kinect SDK, I found that the reason of the game was freezing was the avatar recognition event in a driver level. It's seems that the outdated driver in Windows 10 has any internal memory leak or something related bug.

Because I'm not was capable to fix this, because is an internal driver bug and not a source code issue, I designed a little "trick" to able the game to catch the freeze state and reset himself. I developed a little program that works as a monitor instance of the game. A simple terminal program that run in fist place and launch a new instance of the game as child process. Basically the game instances comunicate with the monitor to tell that it's alive. When the game stop to send signals to the monitor, the monitor understand that the game is freezed, kill the freezed process and launch a new one.

For prevent the user noticed the game reseting process, as idea of Carlos L. Hernando, we empty the entire Windows desktop of icons and hide the task bar, and using the same game splash screen background as desktop background. With this, the user not see any stranger thing except that the game has return to the main menu screen.

P.D.: In a way to avoid several freezes and their resepective resets, I needed to reimplemented all avatar recognition logic system in the game to avoid conitnuous calls to native Kinect avatar recognition functions.

Argos: CICE MPV Project (Unity3D Master degree final project)

Details

Project: Argos: CICE MPV Project
Genre: 2.5D action-platformer, Unity3D game framework
Platform: Windows, Linux, Mac
Job description: Gameplay Programmer, Tool Programmer
Technologies: Unity3D, .NET, C#, Git, Source Tree, Argos.Framework (own Unity3D multiplatform framework)

Description

My final project for my Unity3D game development master degree coursed in CICE on 2017. A 2.5D cinematic action-platformer developed over a custom multiplatform framework (the true core of the project).

This project was developed while I was working on the porting to Nintendo Switch of Ginger: Beyond the Crystal in Drakhar Studio. During this period (3 months) I was working in the idea of creating a framework that ease the common tasks in a multiplatform development with Unity3D, like manage the input setup or the file system over the different operating systems or consoles. After finish my contract with Drakhar Studio, I was working on the playable part of the final project, the 2.5D platformer and how integrating the framework in his development. I made it in only 4 weeks.

The framework cover the following areas:

  • Input system:

    A single player oriented input system, based on Input Map assets witch defines actions and axes definitions for use in separate areas of the game like UI or player actions.

    This system is based on Virtual Axes that bring the posibility to define input based on keyboard, mouse and/or gamepad axes (sticks, DPads), and Input Actions to define actions like jump or shoot, using input from keyboard, mouse and/or gamepad buttons, DPad and triggers. Input Actions can managed from events, and both Input Actions and Virtual Axes can allow input rebind in runtime.

    This system nativelly support the popular game controllers like XBox 360, XBox One, PS4 and Nintendo Switch Pro Controller (on supported systems). The input system manages automatically a common map between different controllers, in a way to only uses a unique button list to setup the actions and axes. The system also allow the use of generic gamepads and uses a generic input map asset to setup the input map, also allow this setup in runtime.

    This system implement a custom Standalone Input Module and some custom components to bring full support on Unity UI components for UI navigation.

  • Multiplaftform file system layer:

    A file system layer to safe manage the basic file operations between Windows, Linux and Mac systems. The system manage a predefined paths to manage savegames, settings, screenshots and custom data folders on user document folder, and avoid errors on path formatting or creation/check the current folders.

  • Localization system:

    A simple localization system that allow to localize UI text elements with rich text formatting support. The system implements a simple component that manage the UI Text component content in realtime. For the project, this system was designed for only support English and Spanish languages.

  • UI components:

    A serie of UI components to bring some functionalities like doble click events, customizable text message events and UI input icon system to show text messages with keyboard, mouse or gamepad button or axis icon based on the common input map system implemented on the first point of this list.

  • Misc additions:

    Multipurporsal scripts and components with various ideas learned and implemented during this master degree on each practical excercise.

Argos.Framework, coming soon

Today, I'm working in this framework to pulished some parts and improved ones (Input System code and his editor inspectors) and rewriting others from scratch (file system, localization system and some UI components), and implementing new additions like XInput gamepad vibration support (with visual pattern vibration assets, to allow to design vibration patterns similar to the classic DirectInput Force Feedback patterns), GameJolt API integration (user session, trophies, leader boards and cloud storage) and more.

Other additions that I'm working is the XBox One support, via Universal Windows Platform, with XBox Live basic services (user session, user stats, leader boards and file storage). The goal of this is trying to unify this services with other like the GameJolt or Steam services (even consoles services like PS4, XBox One (not UWP) or Nintendo Switch) under an unique layer to simplify the development between platforms, the main goal of this framework.

Soul Gun

Details

Project: Soul Gun
Genre: 2D Platform
Platform: Web (HTML5/WebGL)
Job description: Game Programmer
Technologies: Unity3D, .NET, C#
Links:
- Itch.io
: https://ex3.itch.io/soulgun
- Ludum Dare 39: https://ldjam.com/events/ludum-dare/39/soul-gun/ (510th position of +2500 games)
Source Code: https://bitbucket.org/VisualStudioEX3/malaga-jam-week-vi

Credits

Graphic Designer
Pablo Dapena

Game Designer
Carlos L. Hernando

Game Designer, Level Designer
Alberto Sageras Roman

Game Programmer
José Miguel Sánchez Fernández - [EX3]

Description

A game made for the Malaga Jam Weekend VI & Ludum Dare 39 Game Jams. A game made in 48h!

A 2D platform game with a gravity and energy mechanic. The player only can move on floor and shoot his weapon. Each shoot invert the gravity on entire level, enemies included, and each shoot consume a part of the player soul. If the player consumes his soul, then he will die instantly. The player can restore his soul when not shooting his weapon during a short time.

This game shared the MalagaJam and Ludum Dare themes: Atraction & Running out of Power.

The Esc4pe, a “primitive shooter” made with Unity3D

Featured tweet from GameJolt

Video reviews from itch.io & GameJolt

Today (August 4, 2018), the game reached +120.000 visits and +50.000 downloads, with a 4/5 avg. rate and featured on cover pages, on itch.io and Game Jolt marketplaces, in 60 days (near of 60.000 visits and 30.000 downloads between March and early May of 2017).

The game received a lot of feedback in the comments, and some users made video reviews with gameplays. This is a Youtube list with videos collected from user comments and Twitter searches:

Details

Project: The Esc4pe
Genre: First Person Shooter
Platform: PC (Windows, Linux, Mac)
Job description: Game Programmer, Game Designer, Level Designer
Technologies: Unity3D, .NET, C#
Links: Post on my blog, Visual Studio EX3, with more details (ES)

Downloads

Featured on itch.io marketplace with +25.000 downloads with a rate of 4/5 stars!

Featured on GameJolt marketplace with +40.000 downloads with a rate of 4/5! (Click on the thumbnail to view on gamejolt page)

Credits

José Miguel Sánchez Fernández - [EX3]
Game Programmer, Game Designer, Level Designer, "Voice" actor

Third party assets

Standard Assets & Cinematics Effects - Unity Technologies
 
 
Sci Fi Characters Mega Pack - PROTOFACTOR, INC: https://www.assetstore.unity3d.com/en/#!/content/19831
 
 
Scifi LowPoly Ammo Pickups - Pixelgraffiti: https://www.assetstore.unity3d.com/en/#!/content/12005
 
Yughues Free Palm Trees - Nobiax / Yughues: https://www.assetstore.unity3d.com/en/#!/content/13540
 

Amplify Color and FXAA Fast Approximation Antialiasing - Amplify Creations: http://amplify.pt/

Light Shafts effect - Robert Cupisz: https://github.com/robertcupisz/LightShafts

Camera Filter Pack (CRT Effect) - Vetasoft: https://www.assetstore.unity3d.com/en/#!/content/18433

Sound weapons & items effects are downloaded from Freesound.org site (http://www.freesound.org). All samples are under Creative Commons licence (Attribution 3.0 License)

Music themes "Hitman", "The Complex" & "Killers" are creations of Kevin MacLeod (incompetech.com) and released under Creative Commons licence (Attribution 3.0 License)

Description

This project is made as practical exercise for the "Master Degree in Video Game Development with Unity3D & 3DS Max Official Autodesk (MPV)" of CICE Madrid (http://cice.es/curso/master-en-desarrollo-de-videojuegos-con-unity-y-3dsmax/).

A "primitive shooter" developed in one month with technical restrictions based on the topics seen in class until the project start date. The game is not optimized (its performance is not stable).

Support XBox360 Controller in all PC platforms (implementing the input map for Linux and OSX following the information found on this wiki).

The game is initially designed to be played in 5~10 minutes (It can take 20~30 minutes to complete).

Developed and full tested under:
- Intel Core i5-2500 @ 3.30GHz
- 8GB RAM
- AMD Radeon HD 6800 Series (with Crimson drivers)
- Windows 10 Pro x64

P.D.: This game will not receive new updates, bug fixes (for now) or new version with more levels.

Pirates: Treasure Hunters

Details

Project: Pirates: Treasure Hunters
Studio: Virtual Toys
Genre: Action-MOBA, Free-To-Play
Platform: PS4, Steam
Job description: Backend Programmer
Technologies: .NET 4.5, C#, LINQ, JavaScript, HTML5, MVC5, Python, PowerShell Script, Bash, MariaDB, MongoDB, RedisDB, IIS, Windows Server (2008 & 2012), Linux (CentOS 6.5), SaltStack, SVN, Tortoise SVN, Git, SourceTree
WebSite: http://piratestreasurehunters.com
PlayStation Store: US Store, European Store
Steam: http://store.steampowered.com/app/413690/

Description

Backend programmer in Virtual Toys, for the Pirates: Treasure Hunter project, a Free-To-Play Action-MOBA game for South Korea (Netmarble) and China (NetEase) markets, and PlayStation 4 and Steam for occident markets (Europe and America). Our tasks consist in maintain and develop new features on the backend and maintain the development and production environments.

Update (16 november, 2016): The game is no longer available in Steam and PS4 Store. Virtual Toys closed in August 2016, because of an ERE. For this reason, the servers were closed in September 2016, and the game was shutdown and removed from the online stores. More information (spanish only) in the following links:

Project Jupiter (Cancelled Prototype)

Details

Project: Project Jupiter (Codename)
Genre: 2.5D Cinematic Action-Platformer
Platform: PC (Windows, Linux, Mac)
Job description: Game Programmer, Game Designer
Technologies: Unity3D, .NET, C#, PlayMaker (used to create base state machines)

Description

A 2.5D Cinematic Action-Platformer. This project is born as a result of a bet between friends. Since 2010, I have been doing small tests with Unity3D, but no projects or prototypes. This project has helped me to try to learn the basics of the engine and gain some experience for future projects.

The prototype implement a functional character player with some of basic states, with functional weapon. The development focused mainly on the player's implementation and the visual style for future game levels (mainly lighting tests and retro look & feel). The project uses free assets, include part of the Angry Bots demo assets from Unity3D 4.

This project was cancelled due to several technical problems with 3D assets (old assets from Unity3D 3 and 4 versions, not compatible with new material system in Unity3D 5) and other related problems.

Full prototype level gameplay

Current State (early 2017)

In September 2016, try a new approach to the concept of the game, using new assets, compatible with Unity3D 5. This is a capture of a prototype with the new material of the project, trying to recreate a control similar to that of games like Shadow Complex:

At present (January 2017) the project is based on the original concept discarded, more typical of games of the 90's like Another World or Flashback:

State of the project in January 9, 2017, some tests focused on player basic mechanics (run, walk, jump, fall, landing, climbing...). Implementing own character controller and FSM system (without PlayMaker).