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Post by jrackley on Jun 26, 2017 20:52:43 GMT
Okay here is the demo level I played it a few times. You can really tell the vision your going for. The realm looks like and feels like hell (in a good way lol!). I like the axe, the fireball, and the general feel of the level. I must say, it is way to dark, especially in the room where you get the potions. You might want to consider in Lighting using Gradiant for a source, set the ground to a light red, the horizon to orange and the sky to grey. It might (depending on your lighting) make the rooms less dark, while also colorizing the whole hell area. I do have a slight bone to pick with the fights. The felt hard which was good, but the animations on both the player and the enemy imp's where so fast it felt a little unrealistic, like 2 guy's on PCP where fighting. I think the animations themselves are really good. Actually i really like your light attack punch, as it has some range to it, and punches i typically have to blend a step animation with a punch to get anything even remotely decent. You also might want to add some type of emissions to the lava and dim/brighten the texture in pulses over time or something. Animate Texture Code Code to Change material values at runtimeThank you shadex for the valuable feedback. We have been learning a lot as of recent on ways to deal with lighting issues and will have to give your suggestion a try. We have since slowed down some of the animations during fighting as well. Hopefully in a week or so we can get a new revised version of that demo up for everyone, we have been working on the "Main Terrain" and it is pretty big to say the least. And we are working on solutions for a mini map as well, however we are probably goonna go with Compass Pro as it doesn't destroy the frames as bad as the minimap does.
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Post by Invector on Jun 29, 2017 13:30:53 GMT
You guys are doing great progress with the level design, but don't forget about the controller There is still room for improvement by replacing stock animations so that the gameplay feels more solid.
A really good tip that I got from college is that we first develop the main features of the controller/ui/main mechanics/level design using cubes and sketch models without any texture just to have the gameplay feels right and only after those features are running about 80~90% solid then we start to add final assets and by last post processing effects.
First make it functional and then make it pretty.
ps* I recommend change the title of the post, so new users can know the name of the proejct.
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Post by jrackley on Jun 29, 2017 16:26:44 GMT
You guys are doing great progress with the level design, but don't forget about the controller There is still room for improvement by replacing stock animations so that the gameplay feels more solid. A really good tip that I got from college is that we first develop the main features of the controller/ui/main mechanics/level design using cubes and sketch models without any texture just to have the gameplay feels right and only after those features are running about 80~90% solid then we start to add final assets and by last post processing effects. First make it functional and then make it pretty. ps* I recommend change the title of the post, so new users can know the name of the proejct. None of the attack or walk/run animations for the player are stock animations, we do still need to change the roll/strafe anims though. Do her attacks seem to close to stock? We do have a similar right and left swing on her that transitions to an uppercut, and last night we added in a 4th spin attack and a pretty cool strong attack setup. We really are aiming to make the controller feel as unique as possible and smooth. Thank you for the compliments on the level design, that is all Valerie's doing there, she spends all day while I am at work building cool things and then when I get home she says "got some new areas for you to code and here is how you are gonna do it" LOL! I am really hoping to get a newer demo up very soon, as there have been A TON of improvements since we put this one on here. Maybe I can get a new vid up tonight. Thank you for the tips that you have been giving us from day 1 it is greatly appreciated by us and we always take them in and find how to better implement things off of the advice given. now to change the title, prob should have done that awhile ago,lol! thanks again
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Post by jrackley on Aug 31, 2017 3:52:09 GMT
Hi everyone, This is Valerie, and I wanted to make a progress video for everyone here, so that you guys can see what we have been up to. There are still a few polish issues that we are working on, but nothing major. There are a few lags in the video due to running a ton of stuff on the computer all at once (our CPU needs a major upgrade). After the video was made, Jeremy quickly fixed any of the issues that are noticed in the video. Hopefully, I can do a boss fight vid soon as well. Apparently Youtube does not handle High Definition recordings very well?
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Post by jrackley on Sept 11, 2017 3:50:19 GMT
Okay one final video of gameplay for the "Lava Level", as we were testing before releasing this level as newer revamped demo. We have been working on getting a lot of the polish things in order and added subtitles and a few new features over the past couple of days. I will be adding the subtitle script that I wrote on here tomorrow if anyone is interested in it, it will play an audio clip and the subtitle that you write at the speed you choose for it to display.
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Post by matthiasdeo on Sept 11, 2017 10:45:48 GMT
Looks great, what fire asset is that?
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Post by jrackley on Sept 11, 2017 12:47:50 GMT
Looks great, what fire asset is that? Ian's Fire pack, it is amazing looking fire
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Post by hamzah on Sept 11, 2017 17:03:16 GMT
this is so inspiring... so, when r u guys gonna bake lightmaps coz it will just take your scene / env to the next level and I can't wait to see it
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Post by jrackley on Sept 11, 2017 17:27:04 GMT
this is so inspiring... so, when r u guys gonna bake lightmaps coz it will just take your scene / env to the next level and I can't wait to see it Actually we did bake a lightmap at one point in this level, however it didn't really help much. While it did get rid of shadow casters, it also screwed up some areas and made them almost pitch black, and definitely did not help frames at all. Maybe we will give it another go now that we have "brightened" up the scene a little bit, but last time it took 13hrs to bake this scene, so I am skeptical to do it again, especially with no real performance boost. we are getting 60+ frames on Beautiful settings in real time with average cpu amd fx-8370 and a GTX-1060 6gb graphics card. There are some dips here and there but nothing major. Truth be told the enlighten program unity uses to bake lightmaps is garbage in my opinion, and the progressive lightmapper is virtually useless on any scene that has a decent amount of detail, it will instantly max out your ram and crash. may look for a better solution somewhere. Also as a side note as well, I am sure everyone knows, but youtube does not like to clear up the videos fast enough for whatever reason.
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Post by uberwiggett on Sept 12, 2017 5:15:53 GMT
Those poor innocent souls!! Guys this is looking fantastic and a lot better than the previous demo too. I only got low res on my mobile device to watch the video but i can agree the lighting looks much better. Also the new longswordsman anim and model, makes me think this fits in as a legacy of kain game. The way the eyes glow in the shadows looked really good!! Still a few issues with spelling errors and the transition of animations like the chest open and lever pull dragging the player around throw it off a bit. But the combat looks a lot better with the swordplay over the old axe one. And again your level design looks fantastic! Great work guys really looking forward to this
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Post by jrackley on Sept 12, 2017 12:20:01 GMT
Those poor innocent souls!! Guys this is looking fantastic and a lot better than the previous demo too. I only got low res on my mobile device to watch the video but i can agree the lighting looks much better. Also the new longswordsman anim and model, makes me think this fits in as a legacy of kain game. The way the eyes glow in the shadows looked really good!! Still a few issues with spelling errors and the transition of animations like the chest open and lever pull dragging the player around throw it off a bit. But the combat looks a lot better with the swordplay over the old axe one. And again your level design looks fantastic! Great work guys really looking forward to this Thanks @uberwigget, we have been working long and tedious to revamp that level, I am adding a few more things to it as well. I know exactly what you mean with the animations, especially the lever pull, going to try and get the match target to line up better tonight after work. Valerie has been getting better and better as she goes with making levels and optimizing them and she will love the fact that you mentioned Legacy of Kain as she tries to use that a lot for references. We had to take a few steps back a rethink how we wanted the game to play out and have a pretty solid foundation now with an interesting story. Will double check all of the spelling as well, thanks for the input and advice!
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Post by Invector on Sept 12, 2017 15:00:02 GMT
I have to agree with uberwiggett , it does remember legacy of kain and I love it
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Post by Legion on Sept 13, 2017 12:44:42 GMT
That gameplay looks awesome, jrackley, can't wait to see more!
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Post by jrackley on Sept 13, 2017 15:08:02 GMT
That gameplay looks awesome, jrackley, can't wait to see more! Thank you! We will work on some more gameplay vids very soon, if not tonight.
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leo
Junior vMember
Posts: 28
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Post by leo on Sept 14, 2017 1:08:50 GMT
How do you get blood stains on the floor when enemies dead?
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