Update!

21Mar15

Hey all!

I’ve been very busy with other stuff, but I’m still working on the game when I have time.  Here are some of the changes:

  • I upgraded to Unity5!
  • I made a new PBR shader for the mountains.  It adds snow and ice automatically, and used modified Triplanar texturing for the rocks.  The basic idea is that I can make whatever mountains and cliffs I want, and it’ll texture it automatically.
  • I’m rearranging the world, and making it more concise.  Areas are smaller, but more striking and unique.
  • I have a TON of combat changes, but I’m still implementing them, and need to experiment.  A big part is tightening up the animations, and speeding up the overall combat.

The basic idea is that I want the entire game to be more definitive.  The areas should all have their own unique feel and look, and the combat should be a frantic nightmare requiring both reflexes and fast tactical decisions.

I’m adding more contrast in the gameplay.  The animations were too… blah.  If you needed to dodge after an action (almost always!), EVERY action felt sluggish transitioning to a dodge.  The animations blended well, so it looked good, but it was frustrating to play.  Even playing in slow motion, I took plenty of hits I didn’t deserve, and it felt like my reaction time was completely going to waste.

To fix this, I’m making the player’s combat options more of a decision, rather than everything being a bit unresponsive.  Powerful moves should require more commitment (ie. you REALLY don’t want to do them if you’re about to be hit), and regular moves much easier to fit in between enemy attacks (provided you have the reaction time to dodge your way out!)

I’m also having a hard time letting the player hit enemies with melee attacks.  If the melee attacks don’t move her forward fast enough, she can’t close in on enemies well.  When they DO move her, she slides past them on her 2nd swing and misses.  I can’t fix the sliding as it’s part of how the physics work, but I’m thinking of slowing her down while attacking if there’s an enemy ahead of her.  It’ll take a lot of experimentation to get it to feel right.


MAMMOTHS

20Jan15

Hey all!

Good news. Mammoths.

AssetsScreenshot3_edit

Here’s a video:

I finally figured out how to add colliders to their legs and tusks that also push the player away. So the player can finally run underneath bosses! It’s a little jerky right now though.

The green areas are the rigidbody colliders. They have to be very tall so the player won’t go on top of them:

Screen shot 2015-01-19 at 9.28.39 PM

They also have an attack where they bodyslam onto the ground and then shoot lasers out of their eyes.

Screen shot 2015-01-19 at 9.30.19 PM

I also added “poof” effects. Like when a boss does a big attack that stirs up snow and… poof.

Screen shot 2015-01-19 at 9.29.30 PM

I made a single particle emitter that the game manager controls. Monsters can request a “poof”, and submit a hitbox. The game manager moves the particle emitter through the hitbox and emits particles.

Particle emitters can do this automatically, but I can’t control their size/shape via script. This way, I can make any box-shaped collision I want, rather than making 50 different collision particle emitters and updating them all manually when I make a change. It also lets me handle all the “poof”s in one emitter, speeding the game up, and providing an easy way to limit the total particle number.

I’ll probably do the same for other effects like blood when I start optimizing. Poof.

Here’s another pic of the area I’ve been testing in:

Port1

Thanks for stopping by!


I’ve been working on some shaders that add snow automatically.  At first it was for background buildings in the distance, but I improved their quality so they could be used for spaceports such as this one:

(Click images for a closer look)

Port1    Port3

Yes, it’s snowing in space :D

In the picture below, you can see how the snow collects based on the normal map as well.  I have it calculate the first normal map, then the snow depth, and then I calculate a new normal map that uses the snow bump texture.

Port4

One problem is that the player isn’t lit as much as the background objects.  I think I have to go into the shaders again to fix this.

Port2


Click the pictures to zoom in!

Each picture set has all the “basic” settings for that area, like sun location, intensity, fog settings, ambient light…  Stuff that sets the basic mood.

I’m simulating post processing effects until I get Unity PRO, so they look worse than they will eventually.  Most noticeably, light areas look too “blown out” now, but I can fix that with HDR.

FIRST OUTDOOR AREA:

No post effects:

testcolors1_orig

With post effects:

testcolors1

MOUNTAINS LEADING TO OCEAN:

No post effects:

testcolors2_orig

With post effects:

testcolors2

ISLAND LIFE:

The machine doesn’t have textures yet, but it does animate, driving its plungers into the water.  The water splashes were made very quickly.

No post effects:

testcolors3_orig

With post effects:

testcolors3

ICE CAVES:

No post effects:

testcolors4_orig

With post effects:

testcolors4


Hey all!

Here’s a quick look at the new player armor!  But first, some action shots with a new heavy version of the DevilSeeker monster!  As you can see, the player is not doing well, and has lots of blood stains on her armor.

AssetsScreenshot10_fx

The player got pushed away in this next picture – so it actually did hit her:

AssetsScreenshot11_fx

That monster is actually way too hard right now.

Armor:

Screen shot 2014-09-29 at 11.38.16 AMScreen shot 2014-09-29 at 11.39.17 AMScreen shot 2014-09-29 at 11.39.45 AM

I’m going for a Sci Fi Battlewitch look.

Screen shot 2014-09-29 at 11.40.18 AMScreen shot 2014-09-29 at 11.40.40 AM

Features:

  • Almost every shader used is custom
  • Human and monster blood that appears to “spread”
  • Ice layer for when player is slowed
  • Dirt / scratch layer
  • Modified ramp specular for a more metallic look
  • Reflection cube mapping
  • Chainmail layer that automatically extrudes itself
  • And more subtle metal effects!

Thanks for checking it out, and have a great week!! :D


Hey everyone!

I’ve been working through some major game changes lately, and I finally have a few weapons working.  I’m SO glad I revamped the combat… even at this unpolished stage, it feels so much smoother.

The melee combat was very clunky before, but the “Baller Swag Sword” (heh) is my favorite weapon now.  It has 4 slash motions that are triggered in progression by repeatedly clicking the left mouse button, and 3 actions triggered by hotkeys.

It’s hard to see in the video, but it retracts out a bit once equipped, and more so when it’s being swung.  It also emits electric bolts at random.

The mind-controlled zombies need some work.  Their texture got kinda messed up when I added more geometry, and they’re also designed to be CPU friendly so I can add hordes of them at once.  I even made a custom shader for them that’s pretty cheap while still having some cool effects like glowing.

ARMOR:

Screen shot 2014-09-13 at 11.07.50 AM Screen shot 2014-09-13 at 11.07.27 AM Screen shot 2014-09-13 at 11.08.16 AM

I had an anatomy crisis a couple weeks ago, and finally studied what people actually look like.  I’ll make a more in-depth article about this later, but I made a new armor set based on accurate proportions.  The basic theme I’m going for is SCI FI BATTLE-WITCH.

I add the armor as sheets, and have Blender extrude and solidify them:

Screen shot 2014-08-22 at 7.39.41 PM

8 heads tall:

Screen shot 2014-08-22 at 7.37.03 PM

Waist is 1 head wide, hips are about 1.5:

Screen shot 2014-08-22 at 7.37.47 PM

Legs don’t look like tree trunks anymore:

Screen shot 2014-08-22 at 7.38.33 PM

Butt doesn’t look like a grocery bag anymore:

Screen shot 2014-08-22 at 7.38.53 PM

Anyways, that’s what I’ve got so far!  Thanks for reading, and have a good week!


Hey!

Well, I finally got the new movement system working… sort of.  The procedural animation is disabled until I convert it, and there are a few other things that don’t work yet.  But you can move around and dodge!

I also added all weapons.  It’s hard to see, but she has an assault rifle, laser halberd, and electric sword on her back, a compact bow on her right leg, and dual machine pistols in her hands.

testscreen-08_08_2014 _ 05_33_35 _ edit

I made it so the laser halberd can retract when not in use.  Still gotta redo that laser part though – it needs to have outlines and a better texture.  I’m just happy to have all weapons visible :D

Here’s a new boss I made.  Meet… THE GOBBLER:

Screen shot 2014-08-08 at 3.26.02 PMScreen shot 2014-08-08 at 3.26.39 PM  testscreen-08_08_2014 _ 03_25_31 _ edit testscreen-08_08_2014 _ 03_25_14 _ edit testscreen-08_08_2014 _ 03_24_49 _ edit

Should be a pretty crazy boss battle :P

Anyways, have a great weekend!!




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