Happy 2017!

Happy New Year!  As 2016 closes, we will leave you a quick update on what’s happening and what to expect:

Dani AI is getting a buff

We are currently working on rebuilding Dani AI from the ground up and pushing it out with our wonderful testers.  So far, the improvements we made for Dani are:

  • Adding real-time display of an agent’s thoughts, with edit support
  • Simplifying workflow to better reflect the human thought process
  • Simplifying the API to feel more like Unity’s API
  • Optimizing performance (1200 -> 2400 max agents on a Haswell Core i3, some people run on potato rigs)
  • Improving stability (handles exceptions more gracefully)

There are still some kinks to work out, but overall it is in a stable state.  Of course, seeing is believing, so here’s a clip on a bunch of knights celebrating the new year (we don’t have an actual conversation animation yet, so their way of communicating is by jumping a certain number of times).  Watch the guy in the shining armor.

And here is a clip of the knight behaving in first person:

The beauty is that we managed to sync animations with Dani via root motion, something that we haven’t been able to do so until just recently.  No more foot sliding!

If you would like to be a tester, please contact us!

The knights are becoming more human  

The previous two clips are also part of the overhaul we are making on Modern Knights, our third person shooter game.  Earlier, we focused a lot on the knights attacking and doing surprise attacks.  But a knight is not without honor and thus is humane to some degree.  When they are unaware of a threat, they will default to doing off duty things such as walking around and performing small talk with fellow knights.

When will you be able to see the more finished version?  We might be showing our next version at the Playcrafting Winter Play expo on January 26th!  Details here.

 

Again, we wish you a happy and awesome 2017!

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From UGF Studio to initialPrefabs and onwards

UGF Studio, a name that have stuck with us for quite some time, is finally evolving.

Over the past year, we’ve been steadily making progress on our game, Modern Knights.  Through Modern Knights, we’ve built a flexible AI framework that allows us to build challenging knights quickly and effectively.  Our philosophy hasn’t changed much during this period: build awesome games to make awesome tools.

So, we’ve ultimately decided to change our name to better fit our philosophy: initialPrefabs.  Why initialPrefabs?  In terms of the Unity game engine (or many other engines, we won’t judge, we consider you as fellow game developers!), developers create reusable objects, otherwise known as prefabs, to quickly build the parts they need to build a game.  Our aim focuses on this aspect: we build tools to help developers build different kinds of prefabs quickly, so they can focus on what they do best: build awesome games.

What else has changed?  In terms of moving forward, we want to focus more on keeping you up to date.  The next Playcrafting Expo is around the corner, as well as the next version of Modern Knights.  But in the meantime, we’re going to show you its progress along the way.  #ScreenshotSaturday is coming back!

We look forward to what happens next!

–Jay Suong