Minor Cosmic Eternity update video
Changes:
Changed music from Neo Green Hill to Emerald Coast (Windy and Ripply)
Updated lighting to look a bit warmer to better fit the beach aesthetic
Adjusted the timer code to be closer to real time
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Minor Cosmic Eternity update video
Changes:
Changed music from Neo Green Hill to Emerald Coast (Windy and Ripply)
Updated lighting to look a bit warmer to better fit the beach aesthetic
Adjusted the timer code to be closer to real time
And here is the bed, according to plan, the last prop and need to be added. The animations aren’t great, as always ;), but it’s okay for now. Now, I “only” have to balance some numbers, document the code and finish the concept.
Talking about the concept, I have decided to exclude the question of the engine choice from the first paper and tackle it when the gameplay planning is completed. Until then, I’ll simply continue with planning and development.
Waypoint Clusters
A problem I’ve had with my party game in the past is swathes of guests all fighting to stand in the same spot… so this afternoon I was able to fix that by writing a tool that allows me to set up nodes and subnodes within each area.
When a guest approaches, they first look to see if any of their friends are nearby and will go stand near them. However, if they don’t know anyone they’ll just jump to a random spot.
The next challenge is figuring out what to do if there’s more guests in an area than waypoints!
Trying to grey box out the area for the game’s vertical slice demo has been difficult using traditional box modeling. Instead, I’m pulling terrain up to sculpt a map surface, then placing cameras around the area to plan camera angles. The water is there just to help mark negative space for now.
I learned more things today.
Simple Animation with triggered particles.
Added trees, grass, dirt, and rock textures! How’s the view from here? :o
Preset Lights!
I’ve been chipping away at this tool today and am really happy with how it’s turned out. It’s a call back to the Quake editing days where you’d just specify your light type by an int and the engine would do the rest for you.
So this light preset kit, plus a bunch of other really handy tools to help speed up your level design, is on it’s way to the Unity Asset Store. Possibly by next week! Weeeoooooo~
Fixed camera action!
Here’s peek at the grey box pass for the demo based on the floor plan I drew for the map earlier. This is how transitioning between different shots will work in the game.
(All assets, character models, and textures are effectively placeholder. The game’s look is going to come together more after the level design is blocked out.)
Meet your new friend! This companion will follow you and help you gather resources.
I finally lost my editor script virginity!
I made a simple script to quickly lay out the buildings that will compose the city in the game. Yeah, the models themselves still suck but I’ll redo them eventually. Also played around with shaders, lighting, post process etc even though it’s way too early for it. Oh and I implemented pooling for bullet objects and the particle effects that play when hitting something (not shown in the webm).
There are still many things to fix and add, like finally checking for collisions with buildings and ground while flying.
In the end, the game will basically flow like this:
land at designated location
complete objective (defeat all enemies, pick up item/s, accompany NPC to destination?)
receive new objective
fly to it (while defeating flying enemies and flying through rings ala Starfox)
rinse and repeat until the final boss
I’m having some troubles thinking how to limit the player from staying in flying form all the time.
Update: turns out Tumblr did upload the correct video but took some time to update the post. I deleted the other post.
Voxelman - Unity’s new ECS & C# Job System example. Now you can try it with the experimental build of Editor
https://github.com/keijiro/Voxelman
Been playing around with holograms and depth sensors, thanks to Looking Glass Factory’s Holoplayer!
How did you get weapons to work with Rigify? I’ve found it difficult to add additional bones.
- pilzgott
Since Rigify generates a rig made out of regular Blender bones and constraints, you can add your own set of bones and constraints on top of that.
What I do for my weapon is that it’s an additional bone. The weapon bone is animated itself, and the hands just follow it. This makes it easier for me to create weapon swings that arc smoothly. This weapon bone is parented to the Rigify rig’s “root” bone.
The weapon bone has additional bones inside it that represent where the hands will grip it, and in what rotation. Then I give both hand IK bones a “Copy Location” and “Copy Rotation” constraint using those bones.
I made two bones for each hand, one that tells it where to snap to (Copy Location), and another to tell where it should rotate to (Copy Rotation).
I do this simply as a preference, as it’s easier for me to animate location and rotation separately in the dope sheet.
With this I could have different types of weapon set-ups: one where only the right hand is holding the weapon bone, one where only the left hand is holding, and one where both hands are holding.
It should also be possible for me to animate an attack where one of the hands let go during the animation and hold it again at the end (by keyframing the constraint influences), and (in theory) Unity should properly pick that up since it bakes bone positions and rotations, although I haven’t tried.
Some new props, arranged in a little garden scene.