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Post by rolfy on Feb 25, 2017 22:39:23 GMT
I checked out a tutorial on youtube, a bunch of 'em on there. but I haven't had much of a chance to go into any depth. I will have to at some point as it is pretty far from perfect but does for now Texture resolutions are all over the place at such an early time in development and in the video above used several default textures that came with the Voxeland terrain editor. As it goes along much will be swapped out and fixed up till it all comes together. The character too was old and one I created some time ago for another engine, it was my first level design attempt in Unity and not too concerned with finer details just experimenting and getting to grips with things. I actually decided to go the other way with an entirely new character and muted the spec and normals for a more subtle cloth texture effect, this again could change as I go along, got a long way to go before any finalising. As things move on I hope to find a balance in design which suits the entire theme and may even change my mind entirely and go for a shooter instead of medieval, it all depends on how I get along using Unity and where I find the strengths and limitations using it myself. Many folks suggested Unreal (which does have awesome graphic fidelity) but I like the ease of Unity and reckon with the right approach the graphics could come pretty darn close. Right now I am trying out different methods of creating roads for the city using terrain forming with dips and bumps and painting in the various wear and tear you would see on old streets etc. Using eight terrain textures you can paint a wide variety of surfaces and once I overlay some clutter and weeds with puddles etc it should look okay. You can still see repetition when looking down on it for now but different normal channel overlay and painting over these areas with another texture on low opacity helps to break that up and it wont be so obvious. But you get the idea and thanks for advice Thanks for comments and crit
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Post by rolfy on Mar 15, 2017 5:33:43 GMT
Using a different character controller here, I really need a cliimb system in this game. I reckon this swaps out grounded and climb controllers when triggered in proximity to a climb point, way beyond my skill level at this point but maybe I can get some help to make it compatible. If not then I may just fake it by making weapons and combat illegal in town and swap controllers per level (can I change controller per level?) or I can use it as a placeholder till melee combat gets a compatible climb system. Still lots to do with interiors and more climb points, I also reckon the player character could be leaner and more stylised and need to fix that cloth sim.
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Post by uberwiggett on Mar 15, 2017 8:01:10 GMT
looks super cool! is that the ghost town pack or something else? As for the climb stuff... if you want that point to point jumping you might be able to do that by adding in a new set of actions to the TPC list. have a look at how the climbing triggers work on the current climb up and leap over objects. You can modify them so that your character can do the jump from point to point. The climbing sideways on a ledge though, maybe look at how the ladder works, IIRC it changes your animation state to the climbing anim, (or does it auto climb?) if you can change the animation state and make it stay changed until you press b to fall or jump or hit the top trigger, you can just use that and lock the directions the player can move to simulate wall climbing.
I keep stretching myself out with these promises of tutes but this is a big one I see requested so I might do a live stream of it this weekend and we can have a look at the template and see what we can do.
edit: just went back over the first few posts and see that the ladder switch is EXACTLY what you did :D so I assume you mean the point to point jumps. As I suggested maybe look at how the other climb is done and figure out how to align the jump points so they go to the next climb point
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Post by rolfy on Mar 15, 2017 15:01:46 GMT
looks super cool! is that the ghost town pack or something else? As for the climb stuff... if you want that point to point jumping you might be able to do that by adding in a new set of actions to the TPC list. have a look at how the climbing triggers work on the current climb up and leap over objects. You can modify them so that your character can do the jump from point to point. The climbing sideways on a ledge though, maybe look at how the ladder works, IIRC it changes your animation state to the climbing anim, (or does it auto climb?) if you can change the animation state and make it stay changed until you press b to fall or jump or hit the top trigger, you can just use that and lock the directions the player can move to simulate wall climbing. I keep stretching myself out with these promises of tutes but this is a big one I see requested so I might do a live stream of it this weekend and we can have a look at the template and see what we can do. edit: just went back over the first few posts and see that the ladder switch is EXACTLY what you did :D so I assume you mean the point to point jumps. As I suggested maybe look at how the other climb is done and figure out how to align the jump points so they go to the next climb point Yeah, it's the climb system from C Sharp Accent, he does go into great detail on the video tut's and this one shows how you add a custom TPC but it's beyond my ken for now as he skips a step since he "did that earlier". Would be real nice to get this one working as it's not costly and a pretty good IK system. Maybe it could be swapped out the same way the horse animset works with a compatibilty script. Some assets are Haunted Town retextured, no brainer when it's on sale and saves a ton of work and some of my own assets. Edit* Looks like Tharindu managed to integrate this system here. invector.proboards.com/post/3740/thread
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Post by Deleted on Mar 15, 2017 18:31:06 GMT
how did your open world enviroment? in your pictures it shows alot of detail, for my game I would like alot of detail, How did you do it (sorry if I asked the same question twice)?
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Post by rolfy on Mar 23, 2017 21:42:47 GMT
how did your open world enviroment? in your pictures it shows alot of detail, for my game I would like alot of detail, How did you do it (sorry if I asked the same question twice)? Not sure if you mean the level content or performance or both but as for design I look at existing games and try to work out how they were built. Its really down to patience and I can spend a lot of time placing and removing assets till happy that it is detailed enough without destroying the frame rate. For performance I try to use assets which have LOD levels and texture resolutions which suit design, you don't need high resolutions or mesh detail on objects the player will never get close to for example. Currently I get a decent fps using occlusion culling and haven't looked at optimising scripts or streaming as yet. I can create most of my own assets to keep a lid on it all and any assets from the store I try to ensure they are properly optimised with LOD levels and atlas textures to reduce draw calls. You will often find a store Artist will use high resolution textures as it looks better for sale purposes and looks its best when a user drops it into their level but not so friendly for performance, so if you can reduce face counts and texture sizes yourself then all good. I reckon there are quite a few assets on the store which you can use to to automatically do all this within the editor if you don't model and texture yourself which would be well worth investing in. Everything is down to patience and maybe a lifetime working in the Arts I have learned what works and what doesn't, I have done everything from Fine Art painting/sculpture to installation/theater set design (even stage lighting for bands) so that real life experience is simply translated to 3D game design:)
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Post by Deleted on Mar 23, 2017 22:01:31 GMT
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Post by tharindu on Mar 24, 2017 5:08:54 GMT
Well good work man, If you win the contest I'm excited what you can come up with my assets! Thanks for encouraging words. Some real competition in that contest you got a job picking a winner. Holy cow man! I gotta ask. Did you do the character models and the environment models yourself ? I am pretty good with my programming and I am starting to get a lot decent at Unity than I were before, even writing a basic shaders is not a problem anymore. But I completely suck at 3d modelling. At this rate I might even start learning that side of things too.
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Post by rolfy on Mar 24, 2017 5:53:33 GMT
The first character model used was my own and the newer one is a mish-mash of parts from several different models with some custom parts added. Still not happy with it so likely to start a completely new one from scratch. Everything is still in flux so I am happy to use any assets to hand from the store or create any I need as placeholders for now so it's a mix of my own and some purchased which I felt fit the theme. I have a Bloodborne style of gothic architecture in mind. Most of the architecture in the competition screenshot is my own. Though some of that is pretty old now. Once I have all the game mechanics in place I will delve into modeling all the scenery and characters to suit the environment I want to design. Much depends on pre-scripted systems I can utilise at this point as I am more a modeler than a coder, always admired those who could The Black Arts are a mystery to me.
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Post by tharindu on Mar 24, 2017 9:14:06 GMT
The first character model used was my own and the newer one is a mish-mash of parts from several different models with some custom parts added. Still not happy with it so likely to start a completely new one from scratch. Everything is still in flux so I am happy to use any assets to hand from the store or create any I need as placeholders for now so it's a mix of my own and some purchased which I felt fit the theme. I have a Bloodborne style of gothic architecture in mind. Most of the architecture in the competition screenshot is my own. Though some of that is pretty old now. Once I have all the game mechanics in place I will delve into modeling all the scenery and characters to suit the environment I want to design. Much depends on pre-scripted systems I can utilise at this point as I am more a modeler than a coder, always admired those who could The Black Arts are a mystery to me. Lol I am a coder not an artist. The 3d modelling always looked like magic to me :D I think the playmaker integration will help you quite a bit
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Post by kajamaz on Apr 4, 2017 19:58:33 GMT
What effects are you using? I'd love to know how you make everything look so gorgeous.
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Post by rolfy on Apr 8, 2017 2:21:46 GMT
HX Volumetric lighting and post effects, eye adaption,tonemapping and color grading. The city is getting pretty big now and I can get lost myself even when using the editor. Should be something of a challenge for the player to navigate so it's likely I will provide a map for larger levels.
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Post by tharindu on Apr 8, 2017 8:14:54 GMT
What the
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Post by Deleted on Apr 8, 2017 11:48:22 GMT
Wow!!!! Awesome!!!!! :D
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Post by rolfy on Apr 17, 2017 1:22:33 GMT
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