Saturday, March 11, 2017

Beware wolf - 1 month 5 man game project


Now here's something more code related, in fact i was the sole "programmer" on our team, i say "programmer" because since most of us didnt have sufficient experience with scripting in Unity we were given a special and quite helpful Tool: the playmaker plugin for Unity.

Basicly it is a visual scripting plugin that contains alot of preset functions with tweakable values presented in Little Blocks that you can visually connect in a node based system.
It really comes in handy when you just need a quick and dirty prototype without too much beforehand experience in scripting.

Beware wolf is a dark fantasy 2.5D action platformer where you as a monster slaying knight dashes through an already doomed village to cleanse it for werewolves.

Triggering of any kind -damage registration or player detection- all depends on trigger colliders; there's no raycasts involved in this project. So as soon the player enter the werewolves detection collider (spans a few metres out from them) they will begin to pursue him, but if the player leaves the collider Again they will simply stop, they do not have any pathfinding to follow when the player is away.

To prevent the player from taking damage from the werewolf simply by touching him, and vice versa, the colliders on their weapons are set to only activation a certain amount of time after receiving the input, this ensures the weapon can only deal damage in the frames of the animation where the actual attack happens.

One of the biggest i didnt have enough or expertize to fix - and which is quite obvious in the video as well- was the lack of proper animation blending, the player may suddenly walk in the air, or slide along the ground motionless. Same goes for the inputs, jumping may not always trigger if you keep moving left and right. So that's definitely gonna be a big focus area for me in future Projects.



and here's some extra gameplay to prove that the player himself is able to die properly ;)



Monday, July 28, 2014

Unity laboratory

Okay this is a late one, it is my laboratory that i made for my first year's final exam in 3 weeks. 

Its made up of 7k polygons (could have been lower, but many edges were chamfered that day...)

 i split up the model in 3 sections: platform, middle and top to get more room for texture quality

Final version

Wireframe

Non-textured

Ambient Occlusion
                                   

 Each section have two textures this time: a diffuse with ambient occlusion on top, and a specular.

 In general the textures are made with level adjusting and a bit of clonestamp to minimize repetetion on the larger flat areas(like the platforms top) the green roof was made by taking a plain green color, put it on top of the level adjusted textures, and made see-through with overlay.

The specular was also made mainly with level adjusting and a sharpen filter to finish it off.

   Middle section

Platform section

                    Top section                    

  Storage crate
(yeah the last two were flipped in order, i have no idea why)





 lastly here's the reference i went after: it is the concept for a Gallente lab module from the game Dust 514, i take 0% credit for its creation.


that's it for now, thanks for reading.

Friday, May 23, 2014

3Ds max katana

Here's the katana i made for my week long trial exam:

final result.

non-textured version.


non_textured version with ambient occlusion map.


non_textured version with wireframe, total polycount is roughly 3,6k.


And here's the textures for it, one of the sword and sheath, and one for the stand, i kept them simple with a single ground color with a ambient occlusion map on top with an extra highlight for the blade's edge, then a fiber filter on the hilt and a wood pattern on the stand.



Programs used this time: 3Ds max 2015 for modeling, photoshop CS6 for texturing, xnormal baking an AO map and headus uv layout for unwrapping.

unity western city

Here's a few screenshot's of the western'ish city i made in our western scene project,
all buildings are built up by modules: wooden wall, wooden wall with window, wooden wall with door etc...






all textures for the buildings lie within one 2k texture atlas:


programs used were: 3Ds max 2014 for modeling, photoshop CS6 for texturing and unity 3D free for the scene itself.