Posts

...here's the rest of the lighting post...

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for some reason blogger is limiting me to display 2 gifs per blog post when I embedded. Anyway, here's the final shot I decided I liked the lighting with, though it will require a polish pass at some point, i feel it works quite nicely for the most part, though this might be to to starting/tweaking it for ages.

More Lighting...

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So, I decided I liked the flames, and there will likely be braziers of flames/fire or candles and such throughout the dungeon, as such, i wanted to try some lighting to help add some "immersion" of sorts. Now, this will take more work, but the general idea is there for "flicking lights" The script essentially adjusts the intensity/bias/range of the the light source it's attached too, needs some work here but it stabilises out at the end somewhat. Here's what happens when it goes wrong...

Lighting pass 0.01

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Found some simple fire I wanted to try some speed lighting. I also hooked up a few of the animations for attacking/spin attack - At this point I also made the enemies/player do damage but It keeps bugging out...I need to fix this a.s.ap!

Floor is slippery when wet...

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... and evidently when it's made of stone... So, hooking up the player character animations and movement controls was a time consuming process. And it works...for the most part. This was my first pass at implementing movement/playable character into unity - granted having a fully animated player character to import helps a tonne, but splitting out the animations and linking them up when the character runs/walks was a new experience for me. I create a small dummy hallway of sorts to get a sense of scale, movement, enemies and all that jazz. Here's a gif to show it semi working: Now, the thing to take from this is, my initial pass I was still unsure of what kind of camera/control scheme I was going to utilize in this level/game/prototype/vertical slice/buzzword 5/thing. The method above shows the characters direction being oriented around the mouse location, the beginnings of a point and click...sort of..or more accurately, WASD and the mouse will aim the character - ...

Project Tundra!

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Ok, I put off this blog for ages! Mainly due to focusing alot on the actual project/learning and trying not to distract myself from anything. Down to business, the main idea of this project was to allow myself to do some level design, get some portfolio content and enjoy myself while learning/developing a project (and my brain!). I figured, a third person dungeon crawler would be ideal here, mainly due to how over done they are - learning the C# would be interesting, but there's a plethora of knowledge out there to help with this. In addition to this, I like making levels! And i needed a medium to let me do it, that wasn't just: "I need to make levels for something". There was a goal here, levels I needed to make for my own project because I wanted it functional, not just because I should  be making levels, and you know, because I like them (I find I prefer making them when there's an ultimate goal -though granted, self improvement and just for sheer fun is a ...

Small dev update and ramblings. Ideals finalized, gameplay imminent!

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A small update considering the state of things, rudimentary AI has been implemented, simple debug spawn and they will run to location of newly placed building and perform the "build" task. I'm still deciding on the initial ideal of the game, Main premises are: Large world  Random Encounters (Feral Animals/Weather/Other Civilizations) Resource Depletion Sense of wonder! To get these implemented might prove challenging, though with some better assets the sense of wonder can easily be achieved with "the money shot"* Designer Note: The "money shot" for lack of a better idiom is generally used for that awe-struck moment a player sees something cool, this is generally easier to do in First Person or Third Person games due to lighting/player vision and forced direction for the player (mostly linear, but non-linear works too). Now, I've never seen this in RTS style games, as generally the environments are static and there's other th...

Foundation and general objective based coding...? Update

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A lot of progress has been made on laying the foundation of this project. First and foremost, the assets needed a lot of work ( hey they were free, so I can't complain) so I got started on that, but I'll talk about that more down the blog. Step 1: General functionality. In the last update I got the WASD movement for the camera and bound the mouse for edge scroll. This working nicely, but I will improve on that later. I needed to get to grips with the ability to create objects and place them in the world. For this (As I wanted to eventually place a lot of buildings) I made the foundation functions, primarily, "If button is pressed > create a ghost instance of a build > depending on the button clicked will change the static mesh of the building that will be placed. For generic flow, I used a Square and Pyramid to differentiate between the two objects i was placing; This was mainly to allow for non overlap systems and multiple buttons. Disclaimer: There is a l...