This sprint was primarily adding some features in edit mode in the game along with a lot of building as I added a downtown level with a street dance. The main edit mode feature that was added was the ability for game players to be able to bring their own 3d models with textures into the game while they are playing it. This will allow players to truly customize their version of the clubs/scenes they make by adding their own posters, branding and if they have the skill custom 3d models. This technology opens up possibilities of making a more user generated content type game if we want to go that direction. Here is a video showing the new feature in use:
In addition to this new features, the player now can choose Static Point Lights and Spot Lights into their customized levels by selecting them from the store just like they do meshes like speakers in the game’s Store. Previously the Lights were in a different menu system and they weren’t consistent on how you placed other props. This is now the same approach for both static lights and static mesh props. I made an attempt at making DMX lights work this way too, but only succeeded in crashing the Unreal Editor which caused a couple of days extra work to be able to clean that mess up and get Unreal Editor working on the main myMO project again. As a bright spot it made me think about making sure I had enough space to constantly make back ups as I have been lax on doing that. Here is a video on adding Point Lights and Spot Lights from the Store:
I did try to finish up some Avatar Custom Outfit work, but, again while gaining skills in Blender in welding seams, weight painting, etc, I was not completely successful in getting the RPM Avatar outfit fixed up and able to pass skinning animation tests. I put that work off until my next future Avatar Sprint in a month or so in the future.
The most hours spent this last sprint weren’t on doing code development but instead in bringing my 3d models of my hometown buildings I made a few years ago in 3ds Max into Unreal Engine. This included a couple of dozen buildings, streets, sidewalks, parking meters, stop lights, railroad train, etc. Countless hours were spent fixing and cleaning up materials, adjusting lighting, tweaking textures, etc to get these models to look okay in Unreal Engine. In addition to these static models, RAG was kind enough to donate his Stage Truck that he had originally built for Sansar so that I could turn this into a street dance by adding DJ lighting, fog, etc to the Truck and have a proper Street Dance map in the game. Here is a video showing this new map in the game.
Next sprint will be kind of a catch all sprint where I will test and try to wrap up a final Version 1 of the game for Closed Alpha Release in Steam.