UnionVGF Indie Game developers (or thinking about becoming one) corner

A lot of old crossbows had a thing you stand on while reloading. If you wanted to, you could make the crossbow lower out of sight a bit while reloading. When it comes up, it will have the new bolt on it.

Yes lowering crossbow when reloading would be a good idea, then also do not need to show animation of reloading when it is out of sight.
 
I was playing around with the combat in the game when I got the urge to try out some trail rendering on the sword. Well, Unity has a built in component for this, but I was a bit underwhelmed.

I found a free asset on the store called X-WeaponTrail. I mean, it was was free so may as well try it. It took a little work to set up. I had to add a namespace to my c# script, and then enable the trail where appropriate (i.e. when attacking).

Here is what it looks like. I have to add it to each weapon and each character, so it takes a minute to set up, but it's not too bad.

So yeah, let me know if you like it. I want to make sure it's worth the effort. Here is an animated gif.

cX55HHr.gif

Yeah X-Weapon trail is what I am using myself, have yet to see any better trails in Unity.
I like how the cape moves when attacking :txbsmile:
 
I was playing around with the combat in the game when I got the urge to try out some trail rendering on the sword. Well, Unity has a built in component for this, but I was a bit underwhelmed.

I found a free asset on the store called X-WeaponTrail. I mean, it was was free so may as well try it. It took a little work to set up. I had to add a namespace to my c# script, and then enable the trail where appropriate (i.e. when attacking).

Here is what it looks like. I have to add it to each weapon and each character, so it takes a minute to set up, but it's not too bad.

So yeah, let me know if you like it. I want to make sure it's worth the effort. Here is an animated gif.

cX55HHr.gif
Looks pretty decent, & its free, so a winner if you ask me.
 
Yeah X-Weapon trail is what I am using myself, have yet to see any better trails in Unity.
I like how the cape moves when attacking :txbsmile:

I've been happy with the way the cape has worked so far. I created the base mesh in Modo, and all the cape physics are done in Unity.

It may lead to a few issues. I had to set up a coroutine to set the dampening to 1 while the player turns to attack or else it flies over his head while turning. I had to cut the cape off at the knees to keep it from intersecting his legs when he walks or animates. I need to test it during a death animation.

Other than that, it has worked fine. A bit tricky to set up, but I think it looks neat and adds some dynamics to the character.
 
Is your character going to have changeable outfit? Just curious.
 
I haven't really decided yet. I could easily just create some alternate color outfits and enable people to switch them out. Maybe different colored cape too. Not sure. It'd be easy in Substance Painter since I can export to a single material.

I know that I will have a simple inventory for at least the sword and shield. Not sure about the helmet or other armor pieces yet.
 
Bought the RPG Barbarian Pack PBR asset, works great.
A lot of customization options there, and with this have created another faction that is going to be in the game, they are to be from an ancient tribe, but have become twisted, very powerful magic users:

rkdJn1B.jpg


And with Alloy shaders:

e7n9kXe.jpg
 
How much you spend on the assert stor so far? Have you made a table/spreadsheet. Just curious.

Not fan of the purple skin, but overall looks good.
 
How much you spend on the assert stor so far? Have you made a table/spreadsheet. Just curious.

Not fan of the purple skin, but overall looks good.

Oh how much I have spent, not too sure about that, a hobby sow I have most likely spent a lot there (if I see something interesting that I want to try then I normally buy it, specially if on sale).
Mostly it is for fun, some assets I even learn some from, like pro animations assets as they are using Playmaker (visual scripting) , what planing to do is to make a demo at first then I will see how well that works before starting on a greater world and sow far not sure if it is a product that I shall sell, got to see how well it becomes.

And the purple skin can always change, a lot of options there, but was thinking to go for something a bit different than normal skin color. However could change it to more grey as was thinking on as original color for that faction.
 
Changed a bit, skin is a bit more white now and did add some more red to the cloths, I think will make it sow each faction has their own special color, have also been thinking about if going to add in a reputation system (that not all factions will start out hostile).
Also this means that have to change color on player as well.

XsOcUp6.jpg
 
  • Like
Reactions: starseeker
I think is enough with 3 different female and males for each faction:

l5qo1C6.jpg
WdXY1ju.jpg


Also changed color on player, was different maps I could chose between:

Ev0wB7X.jpg
 
Did a bit of experimenting today. I created a new weapon, the flail. It was tricky to get it to work with physics and the ball flying around on the chain, but it seems to work well enough. I also redid the main character. I'm also trying out a dark theme with the HUD. I'll post a video soon, in the meantime, let me know what you think.

qEzZRrR.png
 
  • Like
Reactions: DLC
I think is enough with 3 different female and males for each faction:

l5qo1C6.jpg
WdXY1ju.jpg


Also changed color on player, was different maps I could chose between:

Ev0wB7X.jpg
The Japanese main character do not fit with the others. Unless you can find a story that fit some foreign Purple army attacking Fural Japan or something.

How will you take the story?
 
Did a bit of experimenting today. I created a new weapon, the flail. It was tricky to get it to work with physics and the ball flying around on the chain, but it seems to work well enough. I also redid the main character. I'm also trying out a dark theme with the HUD. I'll post a video soon, in the meantime, let me know what you think.

qEzZRrR.png
The 100% texts seem unnecessary. You already have the orbs. You can show the % health & mama when mouse over.

edit: Made a quick paintover. Its just my thoughts.
Untitled-1_zpsv0g8s5nj.jpg
 
Last edited:
The Japanese main character do not fit with the others. Unless you can find a story that fit some foreign Purple army attacking Fural Japan or something.

How will you take the story?

Have story set to different regions, have the Ancient tribe that is original from the western part of the world (was once a great tribe in the West before they split up in smaller tribes, one tribe became the Northern that in later time would make the Order, in East one tribe settled down before they was forced South and had to coexist along two other tribes (they would later become the Assassins).

In East there is where the new Empire came from, they was what forced the Eastern tribe South in the first place, was thinking they will be sort of Orcish looking, mostly relaying on strength, have a few spell casters, Shamans that are said to be the only once that can talk with their god.

Sow in the start of the game it has been many years since the world (except the west) have been conquered by the new empire, and the old alliances have broken up, the Ancient tribe and the Witches (another faction) used to be allied with the New Empire before they turned against them killing the then ruling Emperor.

Then have another faction that is now showing up, that has been hidden a long time (was thinking they would be more like the ancient Egypt), where the King believes himself to be a god and it is they who going to be the very first enemy to show up.
They are attacking the stronghold of the Assassins as well as starting a war against the New Empire (motives for this will be revealed later on).
 
Last edited:
The 100% texts seem unnecessary. You already have the orbs. You can show the % health & mama when mouse over.

edit: Made a quick paintover. Its just my thoughts.
Untitled-1_zpsv0g8s5nj.jpg

Oh, sorry. Please ignore the 100% text. I just put it there for a test and never removed it. I probably forgot to mention it. Anyway, I have no idea what the final HUD will look like since I'm not sure what all I will have on it, so I just try out some stuff every now and then to get some ideas.

But yeah, the HUD will probably end up being a lot different when all is said and done. I'll keep in mind some of what you said in your paintover.

Oh, and the spinning gears is the pause button to issue commands while paused. I made it large since it may be clicked a lot. It's probably not obvious that it's a button at the moment. I'm going to refine with a highlight or something so people know you can click it.
 
Last edited:
Have you considered making it on tablet /mobile instead. PC market for ARPG seems saturated & fill with big budget ARPG.

Maybe something like that (minus the nodes).


or
 
Last edited:
I have, in fact that's one reason I built the new optimized character mesh, in case I port it to phones/tablet or consoles later.

However, I still want to release to pc first. My game is probably a bit much for phones. I will probably have to tone it down or rework it to make it work on a phone.

But anyway, this is mainly a learning project. I want to keep to something I'm familiar with and see how things go, at least for my first game.
 
  • Like
Reactions: starseeker
Have you considered making it on tablet /mobile instead. PC market for ARPG seems saturated & fill with big budget ARPG.

You know, speaking of which, I have toyed with the idea of something a little different. In fact, while I was still using Construct 2 I briefly worked on a game like this. Basically, it was more of a survival game. It would be set outside, semi-open world with reasonable limits. You would control one character or a handful of characters. You would travel around and build up supplies, gather food, get better weapons, attack small settlements/camps, and set up a small camp of your own. There would be permadeath, so once you die, that's it.

It would still be isometric or at least top-down view, so I could use my same character models and assets. I could easily set it in the same time period. It'd be out in the forest, so I would not have to bother with cities, I could just make some small camps or random encounters. The maps, or maps, would be created by hand, but there would be random elements such as where things spawn, so it'll always feel different.

I've often thought about doing this game instead of what I'm working on now. In fact, if I switched over, I would not be set back that much. Most of my current work has been character related, and a lot of that would transfer to other games.

This type of game would have a couple advantages. One, is that there would be no need to worry about game length since you can play until you die or set some kind of goal, and each map would feel like a new game. I guess It'd be sort of like Age of Empires in that each map is it's own game. My current game is sort of like that. You play until you die or make it out of the castle alive. The difference is that my current game is set indoors in a castle, so there is a bit less freedom, and you really can't build anything (like set up a campfire or whatnot). And the second advantage is that I could easily build on it, in other words I could add stuff to it like an ongoing project, which would be harder to do with my current game.
 
  • Like
Reactions: starseeker
Doing some experiments, I can actually plop a terrain in the environment, regenerate the navmesh, and play as usual. I think I will play with this for a while. If all goes well, I could still have castle interiors or small houses for that matter, and just make them load a new level if they are large enough. With the game still being top-down, I won't have to fool with skyboxes or distant scenery. Having a landscape opens up a lot of gameplay options, so I want to play with it a bit.
 
Replaced some shaders, using the tessellation shader again and Alloy Shaders on skin:

LQcI83i.jpg
3QCLaDd.jpg
8uKDRPL.jpg
 
This people must spend their free time on Facebook and not go outside often. So pale. :grin:

On a serious note. ( not racist or anything) normally too light or too dark the skin tone, details are lost, as seen in the dark hair woman in front. That's why bodybuilders like to go for mid tone tan and apply oil, same logic with swim suit models, so their features stand out.

I am not suggesting to give them glossy skin or brown skin, but maybe increase the tone slightly darker.

Also, how about some war paint or tribal tattoos. I think war paint will suit the characters well.

I do not know about unity, but I would assume like UE4, you can export meshEs and textures then use a program like substance painter to continue paint them.
 
Last edited:
  • Like
Reactions: DLC
Yeah will look at it again and see if I can get some more details into it, had hoped would be able to do some light or grey looking skin, as these are more magical made, once was humans that got to greedy when trying to unlock the secrets of magic, and in the progress these have lost most of their human emotions.
Can see what can do about skin tone.

War paint or Tribal tattoos, that could try on yes.
 
I thought of a cool angle for my game. I've been playing and watching a lot of Fallout 4 recently, and I really like the whole destroyed city thing. I may do something like this, except of course in medieval times.

On top of just being fun, it would also open up some gameplay possibilities. For example, I can have remains of houses or castles, just a few torn walls and a floor, that can be made into a sort of base of operations. I could also have bodies and battle scene remains here and there that you can search for useful scrap or weapons. This would also mean that soldiers are more like mercenaries, so no need to worry about armies marching in formation, it would just be a few soldiers here and there raiding and trying to survive. I think it would give me a lot to work with.
 
  • Like
Reactions: starseeker
Back to standard shader for skin because other shaders seems to remove details on skin.
Also trouble exporting models out from Unity (have no fbx export and tried to export obj (using an asset), that did however not work well, however there was an option within the Barbarian asset that looks a bit like war paint (Directional dirt), sow here is how it looks now:

6DIZ3H9.jpg
 
Shame no fbx export. Maybe they want people not to mess with purchased asserts.
 
Back to standard shader for skin because other shaders seems to remove details on skin.
Also trouble exporting models out from Unity (have no fbx export and tried to export obj (using an asset), that did however not work well, however there was an option within the Barbarian asset that looks a bit like war paint (Directional dirt), sow here is how it looks now:

6DIZ3H9.jpg

Let's see if we can find a way around that lack of export.

Your purchased asset was mostly likely placed into a folder of its own. In the project tab you should see a list of folders, look at the one that corresponds to your purchase. Look for any models, especially with an .fbx type. All you need to do is see what they are called, so you can find it later.

Now, we don't need to get that from the Unity editor because all Unity projects are stored locally on your hard drive. So, navigate to your documents folder or wherever you stored this project, and look for that folder for the asset. Once you find it, you can explore all the files.

If you don't feel like looking through the folders, simply open the folder for this asset, then go up to the search feature and type ".fbx" and it will list all fbx files contained in any of the sub folders.

I've had a few drinks tonight, so I hope that made sense.
 
  • Like
Reactions: DLC
Thanks Godsmack.
Ah finally found something, was searching the folders, at first seemed to be only meta files, but then I found some Fbx files as well among them, and finally found the body.
However textures they seems to be only meta and tga files, but I should be able to make only the warpaint within substance now, at only parts of the body that needs war paint and use it together with the other textures (as are option for using 2 basemaps).
 
Last edited:
Exported head into Substance Painter, after much testing I think I will go for this look for the males (found that body itself looked good enough as it did):

BQeeTDu.jpg


And this one for the females:


UqL0bVP.jpg


Skin became a lot darker now, are a bit difference between head and body.
 
And Katana is looking much better, did make new middle part for the katana also used smooth on that as well as blade.
Just to make sure all the 3 parts did fit together I put the 3 parts together in Blender before exporting to Unity where I replaced the old Katana:

nQgdSjK.jpg


Now there has been something I want to test and see if works, if any of the sword animations will work in first person view.