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Post by deirre on Dec 15, 2016 12:49:43 GMT
No longer private... Unity challenger character gives you an idea of the style and feel of my new character.
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Deleted
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Post by Deleted on Dec 15, 2016 13:03:29 GMT
Nice! Character looks amazing :D
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Post by deirre on Dec 15, 2016 13:06:47 GMT
Heres what it looks like on WebGL....less optimization
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Deleted
Deleted Member
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Post by Deleted on Dec 15, 2016 13:09:12 GMT
Looks so much like my game :D
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Post by A Random indie dev on Dec 17, 2016 1:30:54 GMT
thats the problem with unity, so many people use the same assets , all the game are looking the same :( every time i see a demo they all look like that.
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Post by thegreatest95 on Dec 17, 2016 2:15:27 GMT
thats the problem with unity, so many people use the same assets , all the game are looking the same :( every time i see a demo they all look like that. The actual problem is that those people don't put enough effort into their game to correctly use assets. There aren't many assets you can just plug-in and be done. You need to customize them, polish it into your game. And it doesn't matter in the end because those games probably won't do well anyways and won't affect the sales of the ones that put a lot of effort into polishing their's.
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Post by jrackley on Dec 17, 2016 2:15:57 GMT
Isn't that part of the greatness of Unity? It gives people that do not have 10's of thousands of Dollars to pay for custom (1 off) 3d models a chance to build something awesome. Besides the games will not look the same even if you have the same assets, it is all about how you use the assets to create your own world. If you are flat out using entire demos then sure it will be the same, that is not what the assets are for, or intended to be used as. And if it wasn't for the awesome artist that put there work on the asset store for sale, I bet half of the people wouldn't be very far along at making a game, take myself for example, I am a coder not a 3d modeler.
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Post by deirre on Dec 18, 2016 0:37:13 GMT
WebGL After seeing the shooter, its inspired me to push myself a bit more before I start on the scifi portion of this arc. Ok, I removed the chamber and replaced the Challenger 3d model with my actual game character. I will be optimizing/populating the first level and polishing my main character for the next week. After that, I plan on adding features and environment/NPC interactions to the player.
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Post by jrackley on Dec 18, 2016 8:00:20 GMT
Keep up the good work deirre!
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Deleted
Deleted Member
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Post by Deleted on Dec 18, 2016 11:47:02 GMT
Yeah, your doing amazing :D
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Post by deirre on Dec 18, 2016 13:11:50 GMT
Thanks... Its things like this and work others do that keep me going.
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Post by deirre on Dec 18, 2016 20:54:00 GMT
I was going to wait until I polished dev. WebGL sites but a member seemed to question whether or not I was doing the work. Here's what I'm currently working on.
Sci-Fi Arc (Waiting on shooter, building levels)
deirre.itch.io/exodus-performance-test
Medieval Arc (Early dev)
deirre.itch.io/exodus-medieval-performance-test
Modern Arc (Broken, will have up soon)
Someone did a first person script in the Invector forum, I'm exploring whether to use it in this arc as a FPS shooter or FPS/TPS combo.
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leo
Junior vMember
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Post by leo on Dec 19, 2016 9:44:26 GMT
Hi deirre, I tested your game, fps too low, character couldn't jump height!
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Post by Invector on Dec 20, 2016 17:09:24 GMT
Hey guys, Jorge wrote a few methods to make it easier to find items or equipmentPoints using the item manager Just add this methods on the vItemManager #region Check Item in List /// <summary> /// Check if Item List contains a Item /// </summary> /// <param name="id">Item id</param> /// <returns></returns> public bool ContainItem(int id) { return items.Exists(i => i.id == id); }
/// <summary> /// Check if the list contains a item with certain amount, or more /// </summary> /// <param name="id">Item id</param> /// <param name="amount">Item amount</param> /// <returns></returns> public bool ContainItem(int id,int amount) { var item = items.Find(i => i.id == id && i.amount >= amount); return item != null; }
/// <summary> /// Check if the list contains a certain count of items, or more /// </summary> /// <param name="id">Item id</param> /// <param name="count">Item count</param> /// <returns></returns> public bool ContainItems(int id,int count) { var _items = items.FindAll(i => i.id == id); return _items != null && _items.Count>=count; }
#endregion
#region Get Item in List /// <summary> /// Get a single Item with same id /// </summary> /// <param name="id">Item id</param> /// <returns></returns> public vItem GetItem(int id) { return items.Find(i => i.id == id); }
/// <summary> /// Get All Items with same id /// </summary> /// <param name="id">Item id</param> /// <returns></returns> public List<vItem> GetItems(int id) { var _items = items.FindAll(i => i.id == id); return _items; } /// <summary> /// Ask if the Item is currently equipped /// </summary> /// <param name="id"></param> /// <returns></returns> public bool IsItemEquipped(int id) { return equipPoints.Exists(ep =>ep.equipmentReference!=null && ep.equipmentReference.item!=null && ep.equipmentReference.item.id.Equals(id)); } /// <summary> /// Get a specific Item on a specific EquipmentPoint /// </summary> /// <param name="equipPointName"></param> /// <param name="id"></param> /// <returns></returns> public bool IsItemEquippedOnSpecificEquipPoint(string equipPointName,int id) { return equipPoints.Exists(ep =>ep.equiPointName.Equals(equipPointName) && ep.equipmentReference!=null && ep.equipmentReference.item!=null && ep.equipmentReference.item.id.Equals(id)); } #endregion Also, here is a example to detect and remove itens by script
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Post by deirre on Jan 5, 2017 21:34:10 GMT
Took today off = back on track
Just created a new YouTube Channel called ES Gaming
Recap, the other levels I was working didn't look or feel right so I am refocused with a action plan. Please ignore the character, I was focused on the level and its ambience. On the next update, I will have the flaws with the character corrected (crap I have to work with Maya). Next I will have to reduce the overall size in order for browsers to process it. One way is to incorporate the Pooling System and combine, that should provide better optimization and an open world experience with no loading screens. Lastly, begin configuring the controller.
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