So we’ve been posting random images on here and on Twitter for a while now. So we just wanted wanted to make a small post with some details about the actual game itself.
Ahhh (working title) is a comedy/horror game we’re developing in Unreal Engine 4. It is a first person game where the player goes though a short narrative taking place within an office building. The player is free to explore the office in a non-linear fashion, with their pace and decisions having an influence on the direction of the main scenario. Much of the content will be in the form of optional events, collectibles, and hidden backstory found through continued exploration.
The closest thing to a core mechanic, or at least this game’s standout feature, would be the use of the player’s microphone. The idea that sparked this game – where players would have to scream into the microphone to interact with it – came from a conversation we had about the impact youtube let’s players had on the genre. This mechanic will affect in-game objects and allow for hilarious physics-based reactions. Microphone input won’t be required, with optional controls (and sounds) for these interactions available for players who don’t wish to or cannot use this feature.
We want to keep the game’s more intimate details close to the chest, but we firmly believe it will be a small but entertaining title. Those are the basics. We’ll talk more about the story on here at some point in the future. But for now, here’s another random screenshot.
I also want to add that we’ll be doing a live dev stream Saturday, August 28, 2015 starting at 7pm EST on http://www.twitch.tv/quoteunquotestudio.
They decided that the only person in the group who actually took English courses should be the last person to get access to this blog. Jerks. But I’m here now! My name is Mike and I have a busy, crazy life, so you might not have heard of me yet. I’m a more “behind the scenes” guy because looking at my face turns people into stone.
Anyway, I’m here to tell you that exciting things are on the horizon. Interesting things. I can’t release all the details yet, but some of the backend business organization/establishment/incorporation stuff I’ve been helping to work on is going well! As the screenshot at the top of this post shows, we are also making excellent progress on modeling bathrooms! I have to admit that for our current project I haven’t really been paying attention except for the boring business bits so I guess this is a game about bathrooms! I’m excited to find out if it’s going to be something more akin to a life simulator where your avatar has to pee, or if it’s something more like a plumber simulator.
To join in on the fun: http://www.twitch.tv/quoteunquotestudio
We should start around 9:00PM.
Just wanted to post a small update for this month. Progress has been delayed slightly due to some troubles with my computer. So, sadly nothing nothing to show for our game this time around.
However, we have run into an interesting opportunity regarding a small game we created for the Oculus Rift back in 2013 as part of the VRJam. There will be more news on that shortly after we sort out all the details. We’ll definitely be making some improvements to it. For now here’s a video walkthrough of the VRJam UDK build, recorded by Corey Sine, who had helped in its development.
Progress has been coming along nicely on our UE4 project. We will be talking more about it here soon. For now here’s a pretty, but very WIP screenshot.
So for our Unreal Engine 4 project, we’ve been working on a gameplay mechanic involving microphone input. This is something that hasn’t been very well documented in the community so far. We started an Answer Hub thread about it and have since figured it out, but have seen some others still asking. So, sorry for the delay but here are the relevant excerpts for our implementation.
// Additional includes:
// New class member:
TSharedPtr<class IVoiceCapture> voiceCapture;
voiceCapture = FVoiceModule::Get().CreateVoiceCapture();
// Capturing samples:
uint32 bytesAvailable = 0;
EVoiceCaptureState::Type captureState = voiceCapture->GetCaptureState(bytesAvailable);
if (captureState == EVoiceCaptureState::Ok && bytesAvailable > 0)
memset(buf, 0, maxBytes);
uint32 readBytes = 0;
voiceCapture->GetVoiceData(buf, maxBytes, readBytes);
uint32 samples = readBytes / 2;
float* sampleBuf = new float[samples];
for (uint32 i = 0; i < samples; i++)
sample = (buf[i * 2 + 1] << 8) | buf[i * 2];
sampleBuf[i] = float(sample) / 32768.0f;
// Do fun stuff here
Quote Unquote Studio is a small group of friends who share an interest in game development. In the past we’ve done some mapping and modding for other games as well as a couple standalone experiments which we might post here eventually. At the moment we’re working on a couple of projects, one of which we’re planning to reveal soon. We’ll be using this blog to talk about these games and some aspects of their development.
That’s all there is for now. We’ve got a follow up coming soon about microphone integration in Unreal Engine 4.