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

Have you tried it around corners or obstacles? That's usually the hardest part to get working. I use Unity's NavMesh feature for pathfinding, but it's fairly complicated. You may not need all that.
 
That would be what needs to test next yes, got to place some boxes and sow on and see how well that goes.
 
Added Get position and Set Agent Destination, not too advanced:



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Monsters from asset that bought long time ago, and have changed the playmaker script as enemies could become stuck, now works much better:




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And now testing damage on enemies, sow far Melee and Katana does same amount of damage as it is only a test to see if works, could be that needs to change a bit, sow that enemy is not stun every time makes a hit and maybe regeneration of stamina needs to be increased sow does not have to wait sow long:

Are two videos that have combined, as seen in first part boxcollider for hand did not work as well, but fixed that in 2nd part of the video



And here is parts of the script I used: first going to check if Boolean is true (each Boolean is set to true when then animation plays), then goes to next state to check trigger event (instead of a trigger exit I used wait).

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Using Winter Suit Shaders for the Frost effect on the enemies and Magic Arsenal.
Added some more states to the Playmaker script as well as removed the Player Magic Attack Boolean as it did not work that well, instead only uses trigger event.


 
Bought some new assets and have been testing spawning as well as navigation for enemies inside a house (for some reason the bigger enemies would go through the walls):



For spawning I think I will have to go back to pooling for performance, sow can destroy then reuse the enemies.

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Looks cool.

Pooling can be done for enemy spawns, but it really depends on how often they spawn. Usually pooling is good for fast spawning stuff like bullets from a gun or something, but it can be used for lots of things.

I'd say only fool with it IF you notice a performance drop, and if you are sure it's because of the spawning and not just because of them being active.

Anyway, I should have an update soon as well. Probably no new gameplay footage, but at least a new video on my thoughts on the game's progress.
 
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While trying to ease back into things, I thought I would do a stress test. Here is the game with 60 archers all attacking at once. The cpu usage is still low, only going up to 12 or 13 on occasion with an occasional spike, but nothing to worry about. Batches are getting a bit high, but still not affecting the framerate. Since these are low res characters, the tri count is still manageable.

Now, I have no idea how many units I'm going to allow in the final game, but it's nice to know my code holds up under stress.

I am getting different fps results with my counter and with Unity's graph, but I'll have to look into that later. I doubt there will be anywhere near this level of stuff in the game, and it hasn't been optimized yet either. Plus, I have a bunch of crap running, unity, photoshop, firefox, etc.

Edit: Nevermind, I did a build of the game and closed Unity, and the game is running at 60fps again. Good stuff.

P.S. The guy in yellow isn't happy.

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Have many house packs now, but not sure how well they work together:

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If problem is the doors, then can easy change:

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And using Screen Space Multiple Scattering by OCASM for better fog effect:

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And testing some more Screen Space Multiple Scattering (its free):

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Tested some more, replaced door and windows, also did change shaders to tessellation however performance took a hit ( more often falling below 60 fps) :

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Sow I tried standard shaders and added in secondary maps and result looks much better:

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Something else I have been thinking about is to make two different stamina bars, one for the weapon and one for running / jumping, and when it comes to jump I need to do more testing as the old way to do jumping in Playmaker seems to be removed in Unity 5 (character motor is removed).
 
I guess you could use two stamina bars (though you might need to label them differently so people know what they are). Of course, most games just use one stamina bar, so you might not have any examples to follow.
 
I guess you could use two stamina bars (though you might need to label them differently so people know what they are). Of course, most games just use one stamina bar, so you might not have any examples to follow.

Yes I think I will rename the bar I got for stamina now to weapon bar then make a new stamina bar, also would have to make a tutorial intro to explain better how works, sow unlike other games that have 3 different bars, going to have 4 (health, stamina, weapon and magic) , now real reason for this is that the stamina bar did not work that well when used it for both running and fighting.

Also could be that I will look into a 5th bar, Insanity as I have already been thinking about that greater magic sources are where those without greater knowledge can easy fall into Insanity.
 
Also found that some times light goes through meshes, and after searching around for a bit finally found how to fix it:

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Just change to two sided under cast shadow:

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And the light going through is gone:

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Now working on open door, I think will give the door open and closed tag (that changes when open and close the door) , then when enemies comes to a trigger on the door when it is at closed they will stop, just needs to make sure the trigger is outside the door sow they do not stop when inside.

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Right now very simple test, I think I need an empty game object on the door that can act as a new trigger as I already have a trigger on the door that the Player use to Open and Close.
Then new trigger will be used to tell enemy if door is open or closed by changing the tag on the empty game object.

 
Added a Nav Mesh Obstacle to the door, and sow far seems to work good, one problem is if use the windows key and returns to play enemies will goes through the door, not sure yet what I can do about that.
However this is how it looks sow far:



And here is some pictures of the problem, when pressing the Windows key:

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Sow to me seems the Nav Mesh Obstacle disappears for a moment when pressing the Windows key:

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In response to your second to last last post, yes if you want the enemy to open the door by simply getting close to it, you need an empty game object with a box collider set as a trigger. There are two kinds of colliders, one with physics, and one without. But it shouldn't be too hard to do a trigger entry setup

For your last post, why are you pressing the windows key? That probably tabs out of the game completely. I am confused as to why you are pressing the windows key while playing the game. Do you have Unity set to pause when tabbed out of the window?
 
Pressed the windows key to stop recording when using OBS, then I did encounter a problem that I may have to do some more testing on.
Maybe should try to make the game pause itself when pressing the Windows key, and see if pause and resume will deal with that problem.

I think for opening doors I will only let human and humaniod enemies do this, also have been thinking a bit about fighting among the enemies, as I very early had the idea of different factions.
 
And seems I already managed to fix it, I made Nav Mesh Obstacle bigger sow enemy cannot move anywhere near door, and using set property to enable and disable the Nav Mesh Obstacle when door is in a closed and open state.
This also makes it sow the enemy will try to find another way inside sow instead of all standing with the door they will move around, for enemies that are to open the doors I need to stop their movement when they enters the trigger, that will be the next test I will do.

 
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Bought me Hx Volumetric Lighting and Next-Gen Soft-Shadows for better Lights / Shadows:

Old:

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New:

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Edit:

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Sow I got enemies to be able to open the door, used Raycast as Trigger events did not work too well also I have made sure that when opening the door the Navmesh will stop for a bit, sow that enemies does not move around house as door is opening.

However got a new problem, enemies are able to punch the player through the walls, have tried collision layers, does not seem to work, tried different settings on the Players rigidbody, tried to give the walls rigidbodies just to see if anything changes, but still same problem.

 
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Take a screenshot of the player's rigid body settings, and I'll have a look when I get a chance.

So, the enemies knock back the player when they hit him? You may want to turn that off. It'll probably mess with pathfinding by getting you stuck in places with obstacles.
 
Great job guys. I am ready to return. I had some idea after my hibernation.

I suffered serious coughing during my holiday trip to Singapore, that got worst after I returned. The drastic change of temperature probably made it worst. Had to take 2 week off work, then another 2 weeks to recover. I would get insomnia from coughing continuously at night.

After that, my fitness drop rock bottom, & I spend most of this month slowly getting back to fitness. Returning to Karate class & start slow jogs.

Next month goal is to increase intensity of sport, as well as returning to development work.

I played a bit of Path of exile, & got many ideas to make a "paper RPG"

I figure I can make chessboard or card enemies arena gameplay, & focus on loot, skill and crafting, it can be technically less work then my current 1.

So basically after every round, you get loot which can be gears or craft mats for upgrade. You also get level up to use for skills.

I will idea her for feedback.

Also I figure if I choose actual 3D enemies, either as static pawn, or simple actions. I can make 20 uniques one & make variants out of them

E.g base stone golem can be make to fire, ice golem with reskin. Champion golems can be made just enlarge 1.5-2 x. Same skeleton model can be expend with different armor and weapons.

What I wonder is, how fast can I model a char? That's why I will create and post a concept soon , & model it. even if I do not use it, it's fun to make character model again.
 
Take a screenshot of the player's rigid body settings, and I'll have a look when I get a chance.

So, the enemies knock back the player when they hit him? You may want to turn that off. It'll probably mess with pathfinding by getting you stuck in places with obstacles.

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Hmmmm yes obstacles like the one I used on the door could work, needs to do more testing.
 
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And seems it worked, I placed a Nav Mesh Obstacle on the player and made Radius to 1 (if set to 0.5 would work sometimes and other times not), now player is able to push enemies around, but since they have Nav Mesh Agents they can only be pushed to where they are allowed to walk.



Also here is parts of the Raycast script that used to open doors, it stores the object it hit then goes to next state and checks if was the right object it hit, if did not hit the closed door tag (I change tag when open and close door) then will return to start again.

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Also with this Nav Mesh Obstacle in place I need to make and test the Player Health script.
 
Great job guys. I am ready to return. I had some idea after my hibernation.

I suffered serious coughing during my holiday trip to Singapore, that got worst after I returned. The drastic change of temperature probably made it worst. Had to take 2 week off work, then another 2 weeks to recover. I would get insomnia from coughing continuously at night.

After that, my fitness drop rock bottom, & I spend most of this month slowly getting back to fitness. Returning to Karate class & start slow jogs.

Next month goal is to increase intensity of sport, as well as returning to development work.

I played a bit of Path of exile, & got many ideas to make a "paper RPG"

I figure I can make chessboard or card enemies arena gameplay, & focus on loot, skill and crafting, it can be technically less work then my current 1.

So basically after every round, you get loot which can be gears or craft mats for upgrade. You also get level up to use for skills.

I will idea her for feedback.

Also I figure if I choose actual 3D enemies, either as static pawn, or simple actions. I can make 20 uniques one & make variants out of them

E.g base stone golem can be make to fire, ice golem with reskin. Champion golems can be made just enlarge 1.5-2 x. Same skeleton model can be expend with different armor and weapons.

What I wonder is, how fast can I model a char? That's why I will create and post a concept soon , & model it. even if I do not use it, it's fun to make character model again.

I think everyone has gotten sick that I know. Even me, and that's rare. My father got the flu recently, and it put him in the hospital. Even now, he is in a nursing home, and it may or may not be permanent.

Anyway, good to see you back in action. I too am getting back into things after working on building my vocal booth. I am going to work on some new models as well, while watching some programming/development videos.

I think taking a break helps you come back fresh.
 
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