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Post by xenoblackinc on Feb 11, 2017 20:06:03 GMT
I hope it releases by next month
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Post by deirre on Feb 13, 2017 7:03:59 GMT
Sidelined for weeks, finally got freed up to work on the game. The shooter looks to amazing to continue working on the melee controller so I'm focusing on the first level. There are several weapon types from cross-bows, mini cannons (berserk anime) to gauntlets. I was wondering if throwing grenades or knives is part of this release.
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blue
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Post by blue on Feb 16, 2017 20:13:34 GMT
Sidelined for weeks, finally got freed up to work on the game. The shooter looks to amazing to continue working on the melee controller so I'm focusing on the first level. There are several weapon types from cross-bows, mini cannons (berserk anime) to gauntlets. I was wondering if throwing grenades or knives is part of this release. Looks great, its close to the same feeling as inside (limbo), when you run past the guards they feel frozen in the moment. Did your game backstory include that or the are just missing animations? It's nice work, good luck...
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Post by deirre on Feb 20, 2017 2:30:50 GMT
Thanks man, that means a lot. Comments like this give me the motivation to continue. Just so you and everyone else know, all of the videos I post for the Medieval Arc are more like stepping stones/sandboxes for my actual levels. I'm constantly learning new features and techniques since I have extremely little knowledge in this time period, that why you always see a progression in each video. Here is a actual video from my game, its 50 FPS (optimizations/lighting almost complete). Counting down to the shooter.....
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Deleted
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Post by Deleted on Feb 20, 2017 12:49:23 GMT
looking good Dude!!!!!!!!! Keep up the good work!!!! :D People have been telling me to not give up on gamedev(you prob know the reasons why), but im telling it to you now and im sure you know, and others prob have experienced it too deirre , its rewarding at the end :D
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Post by Invector on Feb 20, 2017 13:08:52 GMT
This is looking very good deirre, very smooth gameplay - next update I will leave a option for turnOnSpot from idle to walk/run, I tested with kubolds animations and it looks VERY good. Game development can be VERY frusting, painful, "bash the head against the wall", but the important thing is to keep doing, don't give up, keep trying, keep creating and learn new things and even if you pace is slow, keep going because eventually things will sort it out and everything you've learned will be rewarded
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Post by hamzah on Feb 22, 2017 6:54:38 GMT
Hey Invector... Hows everything going..?? Do you guys plan to integrate climbing/parkour system in the upcoming shooter/melee combat template like this one or maybe integrate this project with your awesome template??
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Post by Invector on Feb 22, 2017 10:59:10 GMT
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Post by deirre on Feb 24, 2017 3:14:28 GMT
Lighting/Performance Test: City DaylightThanks Invector and Zeldlink33, its tough and yet satisfying when your hard work pays off. Also cant wait to see the animset movements in the shooter. In a way I'm glad the shooter is not ready yet, its allowed me to focus on one thing at a time. Here's the first test for the city........
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Post by chrisredfield on Feb 24, 2017 4:49:58 GMT
In a way I'm glad the shooter is not ready yet, its allowed me to focus on one thing at a time. that's nice, but 99% of us are ready Just a question about the roadmap, I was wondering after the After a stable release of the Shooter, what features we can expected on free updates? I notice there is AI cover, AI shooter, Is there a way you could add AI zombie(like bitting,getting bit,getBackUp, states)like RE? The inventory chest, and fix cam support is already there, since I'm 100% sure there is going to be a decent amount of resident evil like games being made from this template.
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Deleted
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Post by Deleted on Feb 24, 2017 11:25:53 GMT
Looking good deirre!!!!!! :D glad I could help :D
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Post by sickscore on Feb 24, 2017 11:38:59 GMT
Wow, the scene is looking really good! What do you use for post processing? I think some chromatic aberration should push the visuals even further.
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Post by deirre on Feb 24, 2017 13:11:01 GMT
Thanks man. This is my first attempt at daytime lighting were I actually researched how post effects work. There is no grading at the moment. Im using Unity's Cinematics Effects Chromatic Aberration, Bloom, screen space reflection and ambient occlusion. Im also using Prism Effects for gamma correction, tonemapping and exposure. As far as aberration, everything is scaled back as I learn how all of this works together.
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Post by Invector on Feb 24, 2017 13:50:33 GMT
chrisredfield Probably not because we want to keep the focus of the template on the controller and not the AI, but you already have a really good base to work on your zombie with our AI as it is. deirre wow! this scene looks gorgeous
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Post by sickscore on Feb 24, 2017 14:18:55 GMT
Thanks man. This is my first attempt at daytime lighting were I actually researched how post effects work. There is no grading at the moment. Im using Unity's Cinematics Effects Chromatic Aberration, Bloom, screen space reflection and ambient occlusion. Im also using Prism Effects for gamma correction, tonemapping and exposure. As far as aberration, everything is scaled back as I learn how all of this works together. If you just have started with postprocessing, this is an impressive result. Hats off! Maybe you want to check out SCION which is just amazing. All on one postprocessing stack with an amazing performance.
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