Posts Tagged ‘unity’
So after loads of errors with Maratis 3D including crashing every other build and textures not working on a build i decided to switch to Unity and take it more casually than I was intending. The idea is still the same; explorable environment with a story told in 10 second snippets in an abandoned lab. Im also trying to take a clean art direction with 64×64 textures to give it a crisp look.
Heres hoping day 2 goes better than today.
Ten seconds to finish the race. Each race. Watch out for the obstacles like my horrible traffic cones. Dodge them by switching between lanes on the course.
Hoping to add cool particle effects and sounds slash music soon. Also perhaps a carpet texture?
Stream @ twitch.tv/knirsch
Good luck other devs! I’ll see you on the other side.
In past Ludum Dares I had a tendency to over complicate my projects with wanting graphics and animation that is more detailed than I can realistically achieve in the allotted time. Therefore, I am going super simple this time. In this screen shot there is the player, a collectible, and some walls. There are still some hazards and enemies for me to make, but with this simple style it shouldn’t take long.
Hi guys. I’m going to be using my class that I wrote earlier for user interface during this Ludum Dare, so I’m sharing it here for those who want a quick solution for fully responsive GUI with Unity without using any external plugins and stuff. The original post is here: http://blog.sergeymohov.com/fully-responsive-user-interface-with-unity-gui/. You’ll find the API there.
Get the GUISizer class here: http://goo.gl/wgdFX6. You can also download an example project here: http://goo.gl/5F5PIY. Or, if you prefer, the same thing as a UnityPackage that you can import into your own project: http://goo.gl/GKczDm. The source code is also added to the bottom of this post in case the links die. If you use C#, then feel free to put GUISizer.cs anywhere you want in your project. However, if UnityScript is your cup of tea, then it has to go into your Plugins folder. Otherwise you won’t be able to access its methods and structures.
Yarp! I’m in! Can’t be bothered to write a ton so…
Engine: Custom or Unity
Language: Java or C#.
IDE: Eclipse or MonoDevelop.
3D modeling (if 3D game): Lightwave, Blender.
Art: Paint.NET, Photoshop, maybe taking pictures of things.
Sound/Music: Mic, sfxr, FL Studio, Audacity.
This is my fifth LD in a row! I can’t believe it still makes me nervous!
I’ll be using my classic combo:
- Unity (w/ 2dTookit if in 2d)
- Blender if I need anything 3D
- Gimp for textures or anything image-related
- Pickle for pixel art if any
- I’ll try to make some music with Figure for iOS…
- …or plan B: Autotracker-Bu
For the first time I’ll surely be using an external library called OuyaInputFramework that allows me to use OUYA, XBox360 or PS3 controllers with the same codebase. Cool! If I have the time and fits, I’ll also publish an .apk for the OUYA
Good luck everyone! Let’s make some games!
Hi LD people!!
First LD for me here! Hope I’ll have inspiration
I think I’ll go for a 2D game.
I’ll use :
- Unity with uni2D
- sfxr (if I have time for sounds)
Good luck to you all and the most important: have fun
Really, really going to try and finish something this time around. I’ll be using Unity as my engine, and Photoshop in the event that I find time to make some decent art assets. For sound effects I’ll fire up sfxr. If I get around to music, I’ll either pull out the acoustic guitar and record something into GarageBand or make something in FamiTracker.
This will be my second Ludum Dare, the first outside of the Jam. I’m planning on using C++ with SDL for OpenGL, but if the theme seems to need it I’ll use Unity3D.
No matter what, I’ll be using Photoshop for 2D graphics.
If I use C++:
- SOIL (Simple OpenGL Image Library)
If I use Unity:
- Blender for 3d graphics
Logging in to Steam Greenlight today I found this…
The comments said the problem was with the visuals. I agree. But visuals aren’t everything. I mean my game had more animation and gameplay options then Receiver (by Wolfire games) and that was one of the very first games to be Greenlit. The problem is people just look at the graphics. They just look at the “original” parts of a game, and even though I spent 300+ hours on complicated animation matrices, coding, and AI development, the visuals weren’t enough for people to take interest.
You know it bothers me when games with screenshots like this:
Get more votes then games with screenshots like this:
I picked a random game to compare with mine. While the random game had somewhat impressive backgrounds and an interesting character design, they showed 30 seconds of repetitive walking gameplay. Looked like they had about 3 animations. And then they showed off some of their models and called it a game. And yet people are 300x more excited for it because their design is similar to that of popular mmos. Their game probably won’t have complicated animation matrices, AI systems with multiple states, and stealth scenarios that put you crawling inches from enemies. Their game probably doesn’t even have any complete levels. Now which game sounds more promising to you?
A lot of comments said “You shouldn’t have put this game out in Alpha. You should’ve waited until Beta.” Well take a look at the game above. 30 seconds of walking gameplay, remember? Yet people weren’t even bothered by the fact that their systems weren’t developed at all and all they could show off was a walk-through demo. This has started to make me think… Do people base development progress on visuals? Because it doesn’t make any sense for people to just skim over mine because the graphics didn’t look so good. Did people even see what my game was about?
Now call me a baby for complaining like this, but Greenlight is a flawed system. Personally I’d like to see how much work was actually put in to some of these entries. And by how much work I mean how many hours did they spend working on art and how many hours did they spend on actual gameplay. Sure the two go hand in hand, but people only look at the art, so what’s the point in working hard on the other part?
I took the game down from Greenlight. Sorry, but the results have just proven too horrible for now. I don’t want to just trash 300+ hours of work, yet I see no other option. Sure, I could increase the visuals of the game. But that’s something I’ve always been bad at and it’ll probably take another 100 hours or something to properly do. By that point who knows what people will think. They probably still won’t like the graphics, and by then they’ll start worrying about the gameplay or something. Overall it’s just too risky for me to put any more time into this game. There’s a chance it could be accepted after an aesthetics overhaul, but that’s a chance I don’t know if I want to take. Now that I know what people are looking for, it shouldn’t be hard to develop a new game, it’ll just take a really long time…
What do you think I should do?
Here it is, the one I’ve been working on ages: ISSOS! All the trailers, screenshots, and info is there \/
Now I haven’t got much positive feedback so far, and the votes for Greenlight are way in the negative, but I’d ask you to consider voting yes because this was made by one person (me) in my free time. If it continues to do poorly then I’ll consider either doing an aesthetic overhaul or scrapping the project. If the game can’t be played by anyone then there’s not much point in developing it. :/
Anyways please consider voting and I’ll write more about this once more results come in!
In my new action adventure game, one of the biggest goals I want to accomplish is to tell a compelling story. At first, this seemed like a difficult thing to accomplish… being that I didn’t have time to render and model a lot of cutscenes while perfectly lip syncing dialogue… In the end, I came to the conclusion of having little cutscenes and instead telling story through mechanics and visuals. How do you do that? Seems impossible, right? actually, if you go the basics, it’s quite simple.
Mechanics. Text can tell stories. Audio can tell stories as well. Together these become vital aspects in presenting an easy-to-make story mechanic. Character biographies, journals, radio messages, all of these can easily show story without complicated cutscenes or even modeling other characters. However, this can get repetitive… The trick is telling the right story in the most interesting way.
Word Choice. My original idea for the story of this game was a unique, slow paced action adventure that had the main character going through mostly the same locations over and over again, just in different scenarios. I quickly realized this was a mistake. You don’t need a ton of side characters… you need a few main ones that can do different things to help advance the story. It’s important to make sure all dialogue somehow progresses the story, and that the dialogue is from main characters. I want this game to be dramatic. I want to create scenarios that are unique as well as intriguing, and I want them to all affect the main character in some way.
Making it Interesting. Start off with a story. Then think “How can I change this in the most dramatic way possible while still making it believable and understandable?” It’s hard to put what I’m trying to say into words… but basically you need to create dramatic suspense. Characters need to be at an even match, they all need to have something to hide, they all need to have weaknesses and strengths.
Sorry that jumbled mess haha, here’s the LAST hint before the official announcement of my new game:
Note: That is NOT the main character or is it????
Let’s see if you can guess the title! Hopefully next time I’ll have the official announcement ready
Soooooooo we’re a little late delivering our entry for 7dRTS… unfortunately a number of distractions raised their ugly heads during the second half of development but we soldiered on and are proud to present Troops!
Troops is a side-on 2D/3D game that mixes strategic unit placement and skill shots with real time multi-player mayhem. It was made in Unity from scratch in just over 8 days by 2 programmers and 2 artists from the lovely city Dundee, Scotland. Music and soundFX were obtained under Creative Commons licences which can be found on GitHub along with the source, linked below. All other assets were produced during the 8 day period.
- Game consists to two teams with 6 Troops each, placed at either side of the map. Shoot your enemy until there is nothing left to shoot.
- Adjust your Troops’ fire power and aim to perform skillshots at a distance or in close quarters.
- Weapons have a set reload time and Troops need to stand still to reload, moving them will reset the reload time. You can adjust aim & power without interrupting the Reload.
- Game ends when one army is wiped out. No base building, its all about the Troops.
- Multiplayer: Connect to a hosted game via the master server or by IP and become victorious!
- Practice controlling, aiming and shooting with your troops before joining the fray in offline mode. No AI yet
- Select your troops with left click / drag and move them by right clicking
- Manually aim troops’ shot trajectory & power with right click and dragging from a selected unit, or ctrl + right click to fire at a position.
- Scroll the camera with the middle mouse button
The jam was certainly a challenge for us but we had an absolute blast! Hopefully there’ll be more larger scale Ludum ‘mini’ jams in the future, the games produced have all be phenomenal.
Also, check out an entry made by one of our programmers for #LD26
Early this morning I submitted City Fall. It is really not where I would like it to be but after Unity deleted the game scene, I figured it was a good time to call it instead of going back to the backups. I will continue to work on a smoother, optimized version of my game this week.
This was my first Ludum Dare, first game jam, and my second week learning Unity3D. I thought RTS would be too complicated a game so I am happy that I was able to just submit.
I worked on this alone and used allot of third party resources, please see the credits below the web player.
The game features basic RTS mechanics:
- Target selection(Units, multiple units, enemy, building). Occluded/non occluded object selection availible.
- Roaming AI with prioritized targeting(Path finding & collision are slow in the current version sorry)
- Active and passive attacking of enemies.
- Destructible building.
- A handful sound effects and some ambient music.
- Basic UI, selection, mini map, and HP bar GUI.
0 days 15 hours 40 minutes 13 seconds left!
So I got obstacle avoidance working, with thanks to some pseudocode explanations on boids here.
Units will still get stuck occasionally however, as there’s no escaping the need for pathfinding.
Now I’m wondering if my old code for influence maps will help with this. Although influence maps are used for tactical reasoning, they are very similar to potential fields (which is the one used as an alternative or supplement to traditional pathfinding, i.e. A*), so I think I can use the same code.
I think you need a combination of both obstacle avoidance and pathfinding to get good AI movement.
Anyway, I would consider this tolerable for now, so I’ll move on to making a few more units.
0 days 19 hours 57 minutes 36 seconds left!
Ok, so I got soul consumption working. Meaning, summoning units now require souls. Each unit type has a soul cost and you are (for now) given 1,000 souls at the start.
As we discussed before in Internal Brainstorming 1, people don’t seem to like the traditional RTS type where you have base-building and resource-gathering, so I didn’t do that.
You have a fixed amount of souls at the start (like every other player in the map) and summon units to compose whatever army you want, as long as you can afford it. You also probably shouldn’t be allowed to attack enemies while everyone hasn’t finished summoning their initial army yet. But I haven’t added that in for now.
I probably can’t add anything that significant now; there’s not enough time (still fixing a few bugs here and there).
But I wanted to add mainly better movement (pathfinding, obstacle avoidance, lockstep marching, whatnot), and a few more units (bonewheel, pyromancer, guitarmancer, etc.).
Here’s the thing about the initial design:
“When you defeat an enemy, you gain souls equivalent to 50% of the unit type you killed (i.e. dwindling economy). You can use this to summon reinforcements in the middle of battle or upgrade your existing units.”
We got this idea from
the multiplayer in Total War, as described to me by my friend (actually haven’t tried it myself so I don’t know how it works) my friend’s suggestion, he just happened to mention Total War as an aside, so I got confused.
Now, what strikes me as odd is, why would you reward the player who’s winning? If he’s winning already, he doesn’t need more help.
Understandably, I believe this comes from the basic idea that people should be rewarded for their hard efforts.
In the context of the game, it makes sense to reward the winning side if players are in a stalemate and we need tip the scales of battle quickly.
But once someone has the upper hand, you don’t need to bother watching what’ll happen next; the winning guy will just steamroll through everything for sure. Every character he kills means his army will grow bigger and the opponent will have his back to the wall.
So that was where I thought of the size growth idea. Whenever you lose a unit, all your remaining units gain size (someone suggested that only your units that are close enough to the killed one should be affected), until you are left with one unit who’s a giant boss kind of guy.
My proposition was, is it possible to give the losing side a second chance while still keeping it fair for the winning side?
Here’s also something I was thinking about: Factions. Something like this:
- Undead (Lordran)
- Phantoms (Boletaria)
- Demons (Capra demon, Taurus demon, etc.)
- Dragons (?)
- Chaos Witches
Maybe each faction has a particular passive bonus to its units somehow. I’m also thinking of sub-factions, like the Covenants for Undead, or the White/Black Tendency for Phantoms.
Here’s us doing a playtest to make sure the bugs are fixed.
And one thing we immediately noticed is the poor movement handling.
I don’t have any pathfinding or obstacle avoidance yet. Also, no formations. Boid movement can be worth a try here.
Also summoning cost isn’t implemented yet so we had too many units (we were goofing off), I was envisioning something like 10-20 units only per player.
To the two guys who joined us, sorry I think you got disconnected. Blame it on my country’s ISP.
Finally got attacking and damaging working over the network. Some bugs I’m still fixing though.
I also noticed goffmog said, “There had better be guitars in this.”, so I made this:
I have some basic network code in, players can summon in units and move them, though things like attacking and playing animations aren’t “network-aware” yet.
I also added in the master server because, well, it’s already there. I’m using Unity’s built-in network library so it was relatively a breeze to put in.
Now here’s a blurry video of testing the multiplayer:
Today marks the start of the final 48-hours of the #7dRTS in my timezone. No distractions!
Got a lobby semi-working. You can chat but stuff like server settings or player list isn’t there yet.
Will put this off for now and work on the meat of the network code.
In other news, we had a power outage for the last half of yesterday, so I am extending my #7dRTS to #7.5dRTS.