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Post by rolfy on Jun 1, 2022 21:16:23 GMT
A little more work on atmospherics.  
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Post by rolfy on Sept 25, 2022 5:48:58 GMT
Taking a break from the game design and creating some new-ish assets. Did something similar in past but looking at it a little more now. These geometry skyspheres have a lot of potential as replacements to the usual sky box, six sided or panoramic and without using procedural. Can use shader fx on the geometry and it's low performance impact, adds a fair amount of depth and works same as skybox, distance is infinite. Work in HDRP too. Still some work to do and testing but I reckon they may be good for mobile games due to low fps impact, I know it isn't representing reality but might be an interesting thing to having animated objects in skies Artistic license...right?
Changed background
In the game design with Expanse, just the large moon for now. But got a lot of ideas for it.
Madrigal flythrough.
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Post by rolfy on Nov 1, 2022 18:07:36 GMT
Using Skyspheres for KitBash3d- Mission to Minerva
 
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Post by rolfy on Nov 20, 2022 5:42:01 GMT
#KB3Dchallenge Final cut. Developed in Unity 2020.3.22f1. Invector simple AI. Skyspheres for atmosphere. Space combat kit.
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Post by axbaby123 on Nov 20, 2022 13:32:46 GMT
That looks really good! I just bought Skyspheres, looks like it will fit nicely in my meteorite scenes and others. I hope you enjoy great success with your talents.
Edit: The asset worked nicely with HDRP 2021.3.14f1, looks good too.
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Post by rolfy on Nov 20, 2022 18:27:10 GMT
That looks really good! I just bought Skyspheres, looks like it will fit nicely in my meteorite scenes and others. I hope you enjoy great success with your talents.
Edit: The asset worked nicely with HDRP 2021.3.14f1, looks good too.
Thanks so much for the purchase, if you need any help just hit me up.
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Post by rolfy on Dec 12, 2022 7:35:33 GMT
Back to work. Setting up some of the enemy AI for avoidance and footstepper with puddle splashes.
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Post by rolfy on Jan 10, 2023 8:30:56 GMT
A quick look at Invector World Components integration so far. Still a lot of little things to change and iron out but so far going well. One little niggle is when quitting you have to quit game entirely, if quit to main menu then hit play again the player character isn't spawned and camera locked. Single enemy on dead removal works with a hacked up Boss event and fog wall in the enemy character and random enemy kills work too (not stuck with order) but it is a little funky using ranged weapons as the triggers overlap as these need a fairly high radius. Using melee weapons works perfectly though so I'll keep at it and see if there isn't a workaround.
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Post by rolfy on Mar 4, 2023 21:26:23 GMT
Global Illumination.
Ramped up the GI and back fill lighting on npc's which are on their own lighting layer.
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Post by rolfy on Mar 28, 2023 4:28:27 GMT
Lumina HDRP GI just thought I should show the final results. Took a fair bit of work and optimisation but a solid 50-60fps, I believe I can squeeze more out of it. 
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Post by rolfy on Apr 3, 2023 7:39:20 GMT
Enemies that will pound you and enemies that set fire to you, rolling around reduces the flame damage.  
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Post by rolfy on May 16, 2023 5:18:44 GMT
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Post by rolfy on Jun 5, 2023 6:47:09 GMT
New skyboxes and atmospherics.
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Post by rolfy on Jul 28, 2023 3:57:11 GMT
I have Armour selection integrated into menu so now creating the various helmets,chest,boots and gauntlets to work with it as pick up or vendor items. Just need to sort out the stats.About time I got to improving the player character, it's been placeholder for a long time and I believe it is important to create something to make it my own game.Once I wrap this up will move onto creating the enemy boss characters while my motivation to do it is here.
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Post by rolfy on Aug 5, 2023 6:00:44 GMT
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