Posts Tagged ‘blender’

MAMMOTHS

20Jan15

Hey all! Good news. Mammoths. 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 […]


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)     Yes, it’s snowing in space 😀 In the picture below, you can […]


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 […]


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. The player got pushed away in this next picture – so […]


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 […]


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 […]


Hey all! First off, here’s a video showing a glitch I created while doing all this 😛 That’s fixed now, haha. Anyways, beforehand, I had a Mass Effect-style movement scheme, with the camera staying behind the character’s shoulder most of the time.  This was cool, but had some disadvantages: Not a cover-based game like Mass […]