Game Overview

WaveLink  is a relaxing exploration diving simulation game set underwater where players will experience the rush and thrill of diving in the Maldives. The game will feature multiple game modes including "Geocaching" where players will journey to the depths of the ocean to take photos of the environment and landmarks, "Time Trial" in which the player will try to navigate their way around the environment in a set amount of time, and training where the player can hone their skills as a diver.  Players will embark on a relaxing journey under the sea and learn about the wildlife, diving protocol and famous landmarks. The aim of WaveLink is to have a capability of being used as a relaxation source, phobia treatment (phobia of water, drowning  etc.) and most importantly a tourism tool to generate more tourists to the chosen area. 

Wave Link Trailer

Target Audience

The target market for the game is people old enough to have an interest in scuba diving, as the minimum age for divers is 14 or 12 if the diver is tall and strong enough. We have decided that the target market will be game players with an interest in scuba diving from the age of 12 until 40 as the average age of gamers is 35 and the team feels that people above this age are less likely to play the game and are more likely to scuba dive in real life as a result. We have also decided not to target a specific gender as that may alienate a portion of the potential market so the game will be made with gender neutrality or optionality in mind. The characteristics of potential customers is someone who is a casual game player who is interested in simulation games.

There is a secondary market that we can take this game to. Scuba Diving instructors and teachers. The reason we have this a secondary market and not as our main is due to the fact we haven't gotten any feedback from organisations. We have contacted local and national Scuba Diving organisations but they have not replied. We also contacted the Maldives Tourism Board but again, no reply.

Wave Link (Proof of Concept Release)

Wave Link (POC)

The Proof of Concept release was used to demonstrate the viability of core mechanics in the Unreal Engine 4.10. These include photography, environment design and modelling, fish animation, sound implementation, AI implementation, and more. The first Wavelink dive scheduled for developed is area around the Fesdu Wreck and Kandu reef. All three major releases (POC, Alpha, and Beta) will iterate on development of this dive area.

 

View Proof of Concept Release...

Wave Link (Alpha Release)

Alpha Release

The Alpha release presents an experience which is very close to the intended goal, with only minor tweaks and development tasks remaining. This release sees improvements to core mechanics, further development of the dive in Maldive, AI development, new models and textures, improved audio immersion.

 

View Alpha Release...

Wave Link (Beta Release)

Beta Release

The Beta release of Wavelink has finished development and is an iteration on the Alpha release, with particular focus on gaining/responding to user feedback and graphical overhaul. For more information visit the Beta Release page.

 

View Beta Release...

Close-up View of Corals, Seaweed and Rocks

Broken Entrance Into Sunken WWII British Loyality

Sunken WWII Japanese Bomber Beside the Depth of the WWII British Loyality

Nature Habitant Crabs Walking

Hoops from the Hoop Race

Taking an Image of a Coral

Sunshine Coming Through the Water

Front View of the Sunken WWII British Loyality

Pre-dive Menu for Player to Decide Depth and Equipments

Team: Two Many Cooks

The team has a good mix of technical and artistic expertise to offer. Our team consists of Sean Clarke, Paddy Carroll, Andrew McMahon, Cormac Mathews and Lukas Ponik

Our skill break down is as follows:

Padraig Carroll: Team Leader, Scrum Master and Sounder Designer

 Paddy's specialization is sound designing, programming and scrum master. For Wavelink, Paddy has worked on development of variety game mechanics and design/trigger sound in the game to give it a realistic feel. He is also our team leader for this year. For his 3rd year project, Paddy served as a programmer and sound designer for Too Many Cooks's Downsize.

View Padraig's Portfolio...

View Padraig's Research Portfolio...

Andrew McMahon: A.I. Programmer and Programmer

Andrew's specialization is AI and programming. For Wavelink, Andrew has worked on development of variety game mechanics and is using AI to affect the 3d character models of the fishes when dealing with the player . He also worked on getting the Oculus Rift working with our game. For his 3rd year project Andrew served as a programmer and team leader for United Nation Game Design's Space Vampirates.

View Andrew's Portfolio...

View Andrew's Research Portfolio...

Cormac Matthews: Level Designer and 3D Environmental Modeller

Cormac's specialization is 3d environmental modeling and level designing. For Wavelink, Cormac has worked on development and texturing of all the environmental models and designing the level. For his 3rd year project Cormac served as the 3d environmental modeler and level designer for Too Many Cook's Downsize.   

View Cormac's Portfolio...

View Cormac's Research Portfolio...

Lukas Ponik: Lead Programmer and Texturer

Lukas's specialization is lighting/texturing and programming. For Wavelink, Lukas has worked on camera, player movement, development of variety game mechanics, particle/water effect and shading. For his 3rd year project Lukas served as a programmer and texturer for Too Many Cooks's Downsize.

View Lukas's Portfolio...

View Lukas's Research Portfolio...

Sean Clarke: 3D Animator and Character Modeller

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Sean's specialization is 3D character modeling and animating. For Wavelink, Sean has worked on development and texturing of all the character models and animate them. For his 3rd year project Sean served as the lead animator and character modeler for Too Many Cook's Downsize.    

View Sean's Portfolio...

View Sean's Research Portfolio...

Tools Used

Audio & graphics/modeling/paint tools used

  • Photoshop CS 6 for image editing
  • 3DS Max for creating 3D models, animation and some textures
  • Substance Designer 5 for creating procedural materials
  • Substance Painter for creating textures
  • ShaderMap 3 for creating normal maps
  • Ableton Live Lite 9 for recording sounds
  • Audacity for layering and editing sounds
  • Sony Vegas Pro 10 for editing trailer videos

 

 Development tools and language(s) used

  • Unreal Engine 4 for visual scripting and general game development

 

Support tools

  • Scrumwise for managing the project
  • Skype for online meetings
  • TeamViewer for pair screen sharing
  • SourceTree with Bitbucket for source control

Reference of Third Party Game Assets

textures.com (formerly known as CGTextures.com) - http://www.textures.com/

soundbible.com - http://soundbible.com/

SubstanceShare.com - https://share.allegorithmic.com/

Free Textures.org - http://www.freetextures.org/

Pinterest.com - https://www.pinterest.com/

Deviant Art.com - http://www.deviantart.com/

Further Development

For further development:

  • Add more areas.
  • More Goals.
  • Usage of virtual reality devices like Oculus Rift
  • Using motion controllers and new controllers (like air tank) to add immersion like in the arcade.

Useful Webpages/Tutorials

1. Peter L. Newton (2014) Unreal engine 4 AI behavior tree & NavMesh - part 1/5. Available at: https://www.youtube.com/watch?v=VAAHKNoIg0w (Accessed: 18 May 2016).
 
2. listerofsmeg (2014) UE4 screen capture in-game for save game icons or pictures. Available at: https://www.youtube.com/watch?v=6cLynJbTq4U (Accessed: 18 May 2016).
 
3. Unreal Engine (2015) Audio and blueprints. Available at: https://www.youtube.com/watch?v=qFHSm8qfCBA&feature=youtu.be (Accessed: 18 May 2016).
 
4. 2016 (2004a) Audio and sound. Available at: https://docs.unrealengine.com/latest/INT/Engine/Audio/ (Accessed: 18 May 2016).
 
5. 2016 (2004) Sculpt mode. Available at: https://docs.unrealengine.com/latest/INT/Engine/Landscape/Editing/SculptMode/index.html (Accessed: 18 May 2016).

Individual Who Provided Third Party Game Assets

Sounds

1. In-Person

  • Music and sound effects - Provided by Brian Grieco and Simon Byrne

2. Soundbible.com

  • Submarine Creaking sound effects -  Provided by Stephan.

 

Textures

1. Textures.com

  • Fish textures - Provided by David Edwards
  • Boats textures - Provided by Textures.com, Nocturnal
  • WWII Plane textures - Provided by Nocturnal
  • Rocks textures - Provided by Textures.com

2. Pinterest.com

  • Corals textures - Provided by Labyrinth and morguefile

3. Deviant Art.com

  • Corals textures - Provided by Michele720

4. SubstanceShare.com

  • Coral textures - Provided by Pawnswizard, Khromkov, Ivan Veretiannikov and mattbrady000.