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

And bought a new asset, an audio bundle :



Could also be that will pick up this one later on:



And this one I picked up some time ago, think I will make that the main theme song:

 
Okay, here is a new video.

Now, keep in mind that this is just a test area. I just wanted to make sure things would work. I need to be getting back to my books.

Anyway, this video will talk about the terrain, show off the new flail, and talk about some simple A.I. follower.

Also, I'm kinda tired during the video, but I wanted to get it out of the way. If I don't make much sense or it just isn't very good to watch, let me know, and I'll make a new one. I probably forgot to say half the stuff I wanted to say anyway.



Edit: looks like I forgot to mix to the sound to mono anyway, so I guess I'll be redoing or at least reuploading the video anyway...
 
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Okay, here is a new video.

Now, keep in mind that this is just a test area. I just wanted to make sure things would work. I need to be getting back to my books.

Anyway, this video will talk about the terrain, show off the new flail, and talk about some simple A.I. follower.

Also, I'm kinda tired during the video, but I wanted to get it out of the way. If I don't make much sense or it just isn't very good to watch, let me know, and I'll make a new one. I probably forgot to say half the stuff I wanted to say anyway.



Edit: looks like I forgot to mix to the sound to mono anyway, so I guess I'll be redoing or at least reuploading the video anyway...


Aquas seems to be best performance as well of the water assets, looks great and does not take much performance.

About grass, have had that issue myself also sow I have sow far tried two different assets DirectX 11 Grass Shader and InfiniGRASS, however now I think DirectX 11 Grass Shader will work better as InfiniGRASS does not work that well together with ProGrids 2.
Uses GPU sow can make a lot of grass :



And here is the forum if want to read a bit more about it:

http://forum.unity3d.com/threads/directx-11-grass-shader.348258/

Oh Mace looks good :txbsmile:.
 
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Aquas seems to be best performance as well of the water assets, looks great and does not take much performance.

About grass, have had that issue myself also sow I have sow far tried two different assets DirectX 11 Grass Shader and InfiniGRASS, however now I think DirectX 11 Grass Shader will work better as InfiniGRASS does not work that well together with ProGrids 2.
Uses GPU sow can make a lot of grass :



And here is the forum if want to read a bit more about it:

http://forum.unity3d.com/threads/directx-11-grass-shader.348258/

Oh Mace looks good :txbsmile:.


Hmm, after looking at those two grass assets, I may give InfiniGrass a shot. The other one looked nice, but I don't know how you paint with it.

If you don't mind me asking, what were your batches before and after using InfiniGrass? I don't really need it to work with progrids since I am going to be painting on a landscape anyway.
 
Hmm, after looking at those two grass assets, I may give InfiniGrass a shot. The other one looked nice, but I don't know how you paint with it.

If you don't mind me asking, what were your batches before and after using InfiniGrass? I don't really need it to work with progrids since I am going to be painting on a landscape anyway.

Oh then have to go back , very early I found that grass did take a lot of performance, here is from a very early test, not much there in the scene, a tree, water and sow on:

5P8tXWu.jpg

As see not much grass either there, but still did take a lot on performance.

And then from a later test, where is using Directx 11 grass:

93NMCYe.jpg

A lot more grass and performance is much better.

Then moving to InfiniGrass:

ftnh03K.jpg

Are a lot more in this scene, but this much grass as I have here it is no way that I would be able to get that with normal grass without it going all down in 20 fps or lower (sometimes in earlier tests it would freeze for a sec or two with much normal grass in the scene).

Now I could do a test where I test same scene with both normal and InfiniGrass, but going to take a bit time.
 
Hmm, InfiniGrass has a nice demo. I may give it a shot. I want to do some more tests on my "test" pc first, then I'll decide.
 
Have tested a bit, here are some pictures, seems that even if paints terrain normally with grass from InfiniGrass gets very good performance:

Without any grass:

5mPZzp0.jpg


Grass painted normally, but used grass texture from InfiniGrass:

jgxtBDx.jpg
53Vwtyf.jpg


And painted within Grass Manager:

yK3uzwN.jpg
4rBa8HV.jpg
Eg5oB8o.jpg
 
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I wish InfiniGrass didn't cost so much. It's hard to spend 60 bucks on something I may not even end up using.
 
I wish InfiniGrass didn't cost so much. It's hard to spend 60 bucks on something I may not even end up using.

Maybe best then to wait for it to come on sale, and then have more time to think about if really needs it.

Talking about sale there is a big Madness sale right now on the Asset store where can get the Substance Database for half price ( I think that is the cheapest I have seen it, but that is too much money for me).
 
Playing with some more textures for the landscape, built an RTS style camera that can be moved with the mouse or arrow keys, working on selection of units, various other updates. I'll have a new video soon to explain things in more detail.

6KFV8Q3.jpg
 
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@ Godsmack,

The game looks very polished already. Amazing work. :bang:

Anyway, just back from Japan Trip. Will take a short break, then get back to do more tutorials for inventory & menu.
 
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After updating Unity project started to mess up, have backup of it, but much that needs to be fixed in the backup (stuck at trying to figure out a way to change from 3d person camera to 1st person , thought would be able to deactivate camera and activate a new one, but that did not work).

As a fan of Telltale games I did pick up this asset, as have a lot of ideas can test it a bit before I go back to project (also many of my projects that does not work out in the end, but at least gets to test: like the 2d platform game was thinking about in the start, then was trying to go for only 1st person before that also came to an end, then was the horror game was thinking about, but I always comes back to the 3d person rpg / platformer):

 
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After updating Unity project started to mess up, have backup of it, but much that needs to be fixed in the backup (stuck at trying to figure out a way to change from 3d person camera to 1st person , thought would be able to deactivate camera and activate a new one, but that did not work).

As a fan of Telltale games I did pick up this asset, as have a lot of ideas can test it a bit before I go back to project (also many of my projects that does not work out in the end, but at least gets to test: like the 2d platform game was thinking about in the start, then was trying to go for only 1st person before that also came to an end, then was the horror game was thinking about, but I always comes back to the 3d person rpg / platformer):


This is game changing. If only UE4 has something like that. I can spend more time create asserts & game design instead of technical work.
 
@ Godsmack,

The game looks very polished already. Amazing work. :bang:

Anyway, just back from Japan Trip. Will take a short break, then get back to do more tutorials for inventory & menu.

Thanks! This is only a test area for me to do experiments, but it will give a good idea of what the final game will look like. In the final game, of course there will be many more types of structures, plus enemies running around, so it will only get better from here.

I plan on redoing the HUD as well. It was mostly placeholder anyway.

I need to stop getting distracted and get my books finished, but it's just so tempting to add more features now that I'm getting better at it.

I hope to see more of your game once you get back to it.
 
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After updating Unity project started to mess up, have backup of it, but much that needs to be fixed in the backup (stuck at trying to figure out a way to change from 3d person camera to 1st person , thought would be able to deactivate camera and activate a new one, but that did not work).

Yeah, I just updated, and it broke my highlighting asset. I may work on getting rid of that if I can. It has gotten in the way a few times already. But it does look nice, and it still worked on characters, so who knows.

Anyway, in regards to your cameras. The camera with the highest "depth" gets used. So, if you set up two cameras, and change this value, you can switch which one is the main one. Also, I'm not sure why you couldn't just disable/enable the cameras. That should work too, not sure why it didn't.

I'm sure there are tutorials on switching cameras, maybe some even with Playmaker. If not, see how they do it in c# or whatnot and then try the same thing in Playmaker.
 
These last couple days have been a lot of work. I got a couple new characters added. Created a formation system that can be rotated to line up how you want. And some other stuff. I'll go over everything in the next video, maybe tomorrow.

wfvdksQ.jpg
 
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Testing out Adventure Creator, Ultimate Fps and Filmic Tonemapping Deluxe, bed is from ArchVizPRO:

AHuMKG2.jpg
XJELHD5.jpg


Got an idea about a game where are walking through different dream worlds, picking up items along the way, also maybe have secret worlds within that have to look for.
Now this intro scene with the hole in the wall that can walk out of is from one of my own dreams, much of it is going to be based on dreams that have had, and also nightmares (I remember well a nightmare I often have about this sort of shadow dog that is always attacking me, almost invisible except for its eyes, and the sound it makes).
And then have the shopping mall that is always changing around me, it is like a Maze, sow got some dreams that could make interesting gaming worlds.
 
Used Uber shaders together with some of the previous assets to create a Npc that will act as a Guide that will encounter many times through the dreamworlds :

9hIdu2U.jpg
WOn9UGN.jpg
 
I've been toying with ideas for the main characters. Instead of a party, I could focus on just one person, possibly an English Longbowman. I could have him use the bow, plus a sword and buckler for his backup weapon. With focus on just one character, it might make some things easier.

I originally thought of using a party (as it is now) because I thought it would be boring being one character, but as I think of ideas for things I can implement into the game, I realize other ways I can make the gameplay interesting.

One thing I've been thinking of a lot lately is how many characters the game will have. It would be no more than six, but it could be just one like it was before. With all the historic books I've accumulated recently, I keep getting more ideas. Plus, as I get better with Unity and programming in general, I get more ideas too.

I have plenty of time to make a final decision. I won't even know what's what in terms of fun until I get some enemies to shoot (or attack me). In keeping with my theme of a smaller rpg/rts with more of a focus on survival/simulation rather than large battles and huge bases, I try to think of how I want to handle everything.

What I want to avoid is long periods of downtime in the game, such as a character standing around waiting for stuff to do, but I think I have some ideas to keep the game interesting.
 
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Thanks to the asset Ultimate Fps I am now able to make the platform / rpg game in first person, after watching how can add weapons and sow on I managed to get the Katana working, I think I may drop 3rd person.
May need to change the hand, but think should be able to do sow.

After some testing I found that I needed to add Amplify Motion (to make the movements look better) :

rQ1P54z.jpg
zSIiLmQ.jpg
XDxrTVN.jpg


Will later on test with the crossbow as well, as found that can easy add ammo, then adjust pick up and sow on.


And the other I am working on, this was from the dream project, using Terraincomposser 2, Relief Terrain Pack, ForestVision and Uber shaders and some other assets:


SwegOX5.jpg
 
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Cool. Now that you have first person working, it would probably be a good idea to stick to one perspective. Trying to also do 3rd person is just going to make more work for you. It's hard enough getting everything to work right in one perspective.
 
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).


You know, I'm actually thinking of giving something like this a shot. The graphics I mean. I was playing with my terrain, and deleted a texture temporarily. It left a lightly colored flat plan. In all honesty, I thought my characters looked kinda cool on it.

Maybe something like this;

https://www.assetstore.unity3d.com/en/#!/content/62262

The thing I like about is is the good use of space and levels of height. I can make a map that is more interactive and dynamic. While I could do this in the terrain, I'd have to take care to make it look good as well.

I haven't decided yet. My game would work either way. I may do some quick tests. I don't know, I just think I can make some cool looking things. Plus, I won't have to worry about the graphics becoming dated or not being realistic enough.
 
Closer look at the Katana, liked how the middle part looks now, sow after all this time I would say it is finished, unless I am later going to add some more blade textures.

index.php
 
Closer look at the Katana, liked how the middle part looks now, sow after all this time I would say it is finished, unless I am later going to add some more blade textures.

index.php
Looks nice. I think you can use glossiness map (I think thats what its called in Unity) to make wave pattern on the blade.
katana-004.jpg
 
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Hmmm yes will look into that, also could be that I will add a reflection probe (have to first see how well the performance becomes).
 
After doing some experimentation over the last couple days, I have decided to stick with the realistic style I had rather than the stylized version. The stylized version with low poly landscapes tends to show seams and everything needs to line up or it looks like it wasn't made right. I don't think it will save me any time.

So, what I decided on is similar to what I had, but in a more dirt/desert setting. This will eliminate the need for grass (or at least large areas of grass), and it goes along well with my theme of destroyed city and survival stuff. I can also make the land a bit more sparse, which will make the survival aspect more interesting.

Here is a screen of some updates. I put in a new wall, new character, new textures, and so some other stuff. Of course, the landscape will be filled with other props and models as I build them later on (fences, wagons, rocks, whatever).

YacXFqq.jpg
 
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I am trying out some costumes for the longbowman. I might have a video up tomorrow. I've been working on some animations, object interaction, shooting, and so forth.

7mMuuuY.jpg
 
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Okay, here is a new video showing off some animations, bow shooting, and carrying objects. I have been feeling a bit tired these last couple days, so forgive me if I ramble a bit or seem a bit worn out.

 
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Used many hours trying to get String on crossbow to work, followed parts of this:



And animated should look something like this:

Hguu4zo.jpg
 
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