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

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.

uXJc9kp.jpg


Also with this Nav Mesh Obstacle in place I need to make and test the Player Health script.


Well, it looks like you got a fix for the moment. We'll leave it like that for a while unless it causes any issues.

Also, I'm not sure why you need a raycast to open the door. A trigger entry should have worked, but I'm not sure how your game is set up. As long as it works without using too much performance, then I say it's fine.

I should look back at some of my tutorial examples. Maybe I can share one if it isn't too big.
 
I believe it may be because of the Nav Mesh Obstacle on the door, that had to make it sow large that would have to make a very large trigger collider on enemy as well, but since this is going to be used to do damage I think I leave it like it is, performance seems good.

Also was very good to see starseeker back :txbsmile:.
 
Cleaning up a bit in the Playmaker script, added a Raycast to the Player sow can check if are any enemies in front, this is sow that will only go to the damage Boolean if there is not anything blocking like a wall or box.
Also made a new collider that will act as "Attacking trigger" , this is way smaller and only in front of player sow Player should not do damage to any enemy that is attacking from the back.



As seen in video it would need to be moved a bit since can hit enemies that are attacking from the sides, and may have to scale the collider down a bit.
 
  • Like
Reactions: starseeker
Cleaning up a bit in the Playmaker script, added a Raycast to the Player sow can check if are any enemies in front, this is sow that will only go to the damage Boolean if there is not anything blocking like a wall or box.
Also made a new collider that will act as "Attacking trigger" , this is way smaller and only in front of player sow Player should not do damage to any enemy that is attacking from the back.
.

I thought a boolean check would use much less resources than a raycast, but if that's what it takes to make it work, then it's fine. I don't think it uses that many resources, but it's easy to get carried away sometimes.

When it comes to walls, I usually put a separate box collider on an empty game object as a child. Then, I can resize that and make it so no one can get close enough to the walls to attack through them. Set it as static, and the nav mesh will keep pathfinding agents away from the walls. Set it as solid (with rigidbody stuff) to make it so player controlled characters cannot get close. I'm not sure how your house assets are set up.
 
Yes does not seem to go that hard on performance to have raycast, but as using first person I feel is needed, weapons have their own camera based on depth only, this is to avoid clipping (this also does that weapons does not receive any shadows from the default layer, and had to duplicate object that was casting shadows, then make them cast shadows only then set that to same layer as weapons, even this does not seem to take that much performance, but needs more testing, if performance becomes too bad have to remove).

However weapons still goes through walls, it is just hidden from the players view, I could try make with colliders and rigidbody and sow on, could run a test on that as well.

And maybe going to do a test on enemies that does not move at all, enemies that are standing around in a circle, just to test how well are hitting the right target.

This before move on to the Player health script, that is going to be done by a check of Raycast that I have on the enemies, if they can see the player as they attacks, some times they do attack when behind a wall as seen in previous videos.

Also reaction from enemies when hit I need to look a bit more into, as seen in newest test they sometimes reacts just before getting hit and some times long after.
 
Here is a new video testing out the vocal booth. This is my first time trying to record, so me me know if the volume is okay. Also, I'm still tweaking the setup, so this may not be the full sound quality. And youtube may ruin it even further, but let me know what you think.

 
  • Like
Reactions: starseeker and DLC
Here is a new video testing out the vocal booth. This is my first time trying to record, so me me know if the volume is okay. Also, I'm still tweaking the setup, so this may not be the full sound quality. And youtube may ruin it even further, but let me know what you think.



Hmmm interesting, yes history accuracy is not that important I think.
If want to do strategy, have you seen Shadow Tactics: Blades of the Shogun ? however that is more like the Commandos series.



Anyway looking forward to your new video.
 
So I said I made soe concept. So here we are. Been a while seen I do any form of painting/drawing.

I create like those cardboard interchangae clothings figures you get to play (or watch your sister) as a kid.

basic
LcBHxkV.jpg


More armored
HojcMIi.jpg


I will touch up a bit more. As you see, its a bit 'overwatch' style then realistic. Once I am happy, off to modeling

I will work on my original adventure project, but this is a modelig study, maybe potinetial for future.

Feel free to comment.
 
  • Like
Reactions: DLC
Hmmm interesting, yes history accuracy is not that important I think.
If want to do strategy, have you seen Shadow Tactics: Blades of the Shogun ? however that is more like the Commandos series.



Anyway looking forward to your new video.


I'll check the game out.

I chose to model after Company of Heroes because I feel like it fits my game pretty well and will make some things easier.

This whole time, ever since I started this project, I have wondered how I'm going to handle the actual gameplay/goals. I feel like I'm getting closer to getting it finalized. From here, it will still take a lot of testing, but I feel like I'm heading in the direction that I want.
 
So I said I made soe concept. So here we are. Been a while seen I do any form of painting/drawing.

I create like those cardboard interchangae clothings figures you get to play (or watch your sister) as a kid.

basic
LcBHxkV.jpg


More armored
HojcMIi.jpg


I will touch up a bit more. As you see, its a bit 'overwatch' style then realistic. Once I am happy, off to modeling

I will work on my original adventure project, but this is a modelig study, maybe potinetial for future.

Feel free to comment.

Looks cool. I'm sticking with a more realistic vibe for my game, but I've toyed with many ideas. I think as long as you are consistent, then you can do whatever you want.

I do a lot of back and forth between the Unity editor, Modo, and Substance Painter as well. Sometimes seeing it in action in the game makes me change my mind.

I look forward to seeing what your new stuff looks like.
 
  • Like
Reactions: starseeker
modo is like a white elephant so far. I keep going back to Maya. Autodesk keep giving me free trials, its funny. I reopened Maya LT today & I got another 30 days free trial! Its not my fault if they won't charge me right. LOL

Anyway, about the look of the game model, I was going with Blizzard overwatch look, as the more anime/cartoonly look age better & require less polycount & time effort than realistic.

Anyway, I searched a bit on the polygon count on typical overwatch characters, & found more than what I bargained.
http://www.gosugamers.net/overwatch/news/35188-interesting-insight-into-overwatch-tech-art

So much details into the poly counts, number of LODs, & texture sizes. So now I have a reference for my char.
Short summary, in overwatch:

Typically 30K Tri character, 15k weapon (I persume in 1st person mode)
All the standard texture map, with char at 2K, & eye textures (which is shared across char) at 256

Here is Mercy with Valkyrie suit
mercy-skin-valkyrie-legendary.jpg



But then, I really love the charcter model in Vikings
vikings_wolves_midgard_bonus_2017.jpg


I already has a 'naked' human ready, a female one at least, that I will rework. It has 30kTri (naked) which is too much (it was intended to be a next gen ,odel study & close up), so I need to reduce it significantly, but it will be fun. It will be my first character model paint in substance.

I will think more about the style I wanted over the weekend & start modeling work next week.
 
Last edited:
modo is like a white elephant so far. I keep going back to Maya. Autodesk keep giving me free trials, its funny. I reopened Maya LT today & I got another 30 days free trial! Its not my fault if they won't charge me right. LOL

Anyway, about the look of the game model, I was going with Blizzard overwatch look, as the more anime/cartoonly look age better & require less polycount & time effort than realistic.

Anyway, I searched a bit on the polygon count on typical overwatch characters, & found more than what I bargained.
http://www.gosugamers.net/overwatch/news/35188-interesting-insight-into-overwatch-tech-art

So much details into the poly counts, number of LODs, & texture sizes. So now I have a reference for my char.
Short summary, in overwatch:

Typically 30K Tri character, 15k weapon (I persume in 1st person mode)
All the standard texture map, with char at 2K, & eye textures (which is shared across char) at 256

Here is Mercy with Valkyrie suit
mercy-skin-valkyrie-legendary.jpg



But then, I really love the charcter model in Vikings
vikings_wolves_midgard_bonus_2017.jpg


I already has a 'naked' human ready, a female one at least, that I will rework. It has 30kTri (naked) which is too much (it was intended to be a next gen ,odel study & close up), so I need to reduce it significantly, but it will be fun. It will be my first character model paint in substance.

I will think more about the style I wanted over the weekend & start modeling work next week.

That was an interesting read. My characters, by comparison, are only 1,500 to 2,000 tris depending on how much equipment they have (sword, shield, bow, etc.). I kept them pretty low since they are only seen from way overhead, and there may be 50 or more on screen. I'm relying on texture work from Substance Painter to show the details. Most of the higher poly models in my game are set pieces like castle ruins, which I'll be showing off in a new video soon.

In a way, working with low poly characters makes some things easier. I find it very easy to quickly mask out areas and do my texture work. I can also create character variations pretty easily since the "base" character model doesn't need to change much from one character to the next.

Those Vikings in that screenshot do look nice though. I like the way they do their art.
 
  • Like
Reactions: starseeker
That was an interesting read. My characters, by comparison, are only 1,500 to 2,000 tris depending on how much equipment they have (sword, shield, bow, etc.). I kept them pretty low since they are only seen from way overhead, and there may be 50 or more on screen. I'm relying on texture work from Substance Painter to show the details. Most of the higher poly models in my game are set pieces like castle ruins, which I'll be showing off in a new video soon.

In a way, working with low poly characters makes some things easier. I find it very easy to quickly mask out areas and do my texture work. I can also create character variations pretty easily since the "base" character model doesn't need to change much from one character to the next.

Those Vikings in that screenshot do look nice though. I like the way they do their art.
arpg tends to have lower char count due to distance & need of many monster to fill screen. Lower polygon is definately easier to work. No doubt.

Looking forward to your video
 
Saw this at another thraed. Love the style, so I share here
 
I started making the model. I decided with 20K Tri character with full armor, & about 1-1.5K for weapons/shield.

I decided a realistic proportional & features, without need for pushing photorealism fit me better. So more Viking, less overwatch.

I make 3 different Zremeshed models from same source & now trying to weld them together.

Hopefully I can post an image or 2 within the next days
 
  • Like
Reactions: DLC and Godsmack
I was researching abit. Price of Maya LT has drop significantly since its first introduce & open far more features. It used to be 50€ per month before dropping to 30€ to 25€ & now you can get it for under 19€ /month (3 years plan). You also get free upgrade & personal support (not expect much use for this though)

So I probably stick to it, dispite paying 1200€ already for Modo, as I am already quite decent with it, & I regard myself a pro in the modeling pipeline. Also the rigging & animation (I heard) is more stable using Maya/Max than Modo. Nevertheless, I am certain I will have purpose with MODO. Afterall I paid for it already.
 
Well, I still like modo. Of course, I have never used anything else, but I've been satisfied with it so far. I don't know how much you used Modo, but if you haven't followed any tutorials, you might not see what makes it stand out. I usually discover stuff that makes life easier, but your needs may vary.
 
Here is a video of the new environment and assets. I don't think my laptop was up to the task to record this, so it is a bit choppy.


Looks amazing.

Anywway, I said I post pic this week. STill lots to do, but I went with realistic face. Here is high (or mid) level face for normal tarnsfer. More work ahead
n8lTIAz.jpg
 
  • Like
Reactions: DLC
Looks amazing.

Anywway, I said I post pic this week. STill lots to do, but I went with realistic face. Here is high (or mid) level face for normal tarnsfer. More work ahead
n8lTIAz.jpg

Looks good. I take it that is in Zbrush? I actually haven't used that program for a while. When I redid my characters, I ended up making them from scratch in Modo because I had more control. However, for high res characters, that may be harder to do.
 
Update on hair. After testing & thing, I trashed aplha hair & go with Overwatch style Poly hair (no transparency). AT the gamepaly distance ala Diablo, all the alpha will not show up anyway.

The briad is a pain in the ass to make. Funny the first time I attempt to tie a braid, it was done in game. Took me hours. It was made like real braid with 3 separate strain of hair inter-cross.

I am pretty happy so far. I hope after normal mapping to low poly, most of the details can be retained.

DAlvAS0.jpg


XuJet2z.jpg
 
  • Like
Reactions: DLC and Godsmack
I've been working mostly on character and character script optimizations. It's been a grueling few days, but this will be worth it. I made the weapons part of the character mesh, except for the longbow (it didn't want to merge probably because of how it had its own rig). I can no longer show and hide weapons, but that's okay. I plan on making a worker/peasant that won't have a weapon, so he can do whatever I need (like carry objects).

The changes I made will make doing animations easier. It will make refining the script easier (or adding more stuff to it easier as well), and it will make adding new characters easier. Plus, it should help a little with performance.
 
  • Like
Reactions: starseeker
Oh hey! I've been working on a game in Unity for about a year now. My pal Aaron is doing all the programming, but we're building it in Unity. It's a racer for mobile games. Hope to have a barebones Itch.io build up later this year.

https://www.facebook.com/Starprixgame/
Damn cool.
Thanks for sharing.

I am done with the High poly Hair. So now I am moving to the Helm/Cirlet/Tiara.

i14TQTm.jpg


4gZuJzR.jpg


I am designing in Modular so the wings & front Mask (for lack of a better word) can be interchange for many combinations.

Will do the same for sword & axes etc , where you can mix & match for best value for time spend.

Now I will take a break for easter, & restart next week.
 
  • Like
Reactions: Godsmack and DLC
Big sale on assets on the Unity store sow picked up a lot, the particle effect using on Katana is from Mesh Effects asset:

fg0gIiQ.jpg


Also bought:



And bought this one as was going to use shades in the game:



I think I will make some masks myself for the shades.
 
And bought Simple Particle Scaler in order to fix the size of the particles, think I will go with a Lighting Katana:

 
bq77Xdd.jpg
dIJrSrO.jpg


The two different Environment packs seems to go well together:

D7l7MVb.jpg
iOF35GR.jpg
 
  • Like
Reactions: starseeker
^
Love the lightning effect on the Katana. Your 3D modeling skill seems to improve quite a bit too. Thats a nice looking hand.

I have been into studies of modular tilesets level design, & maximise reusablity.....at work. :grin:
How best to create levels lego style. Very exciting stuff. Can't wait to put them in action.

In the meantime, I am done wth the headgear, & next step is the armor or weapon. I have to restrict myself not to go overboard in detailing in Zbrush, as alot of details can be done in Substance painter, beside the character is not design for close up. Game assert making is about optimise quality & efficiency.

I watched some master artists & pick up some tricks that proved helpful, like the new Zbrush 4.7 ZModeler, & able to put them directly in action.

WxVMp6Y.jpg
 
Last edited:
  • Like
Reactions: DLC
^
Love the lightning effect on the Katana. Your 3D modeling skill seems to improve quite a bit too. Thats a nice looking hand.

I have been into studies of modular tilesets level design, & maximise reusablity.....at work. :grin:
How best to create levels lego style. Very exciting stuff. Can't wait to put them in action.

In the meantime, I am done wth the headgear, & next step is the armor or weapon. I have to restrict myself not to go overboard in detailing in Zbrush, as alot of details can be done in Substance painter, beside the character is not design for close up. Game assert making is about optimise quality & efficiency.

I watched some master artists & pick up some tricks that proved helpful, like the new Zbrush 4.7 ZModeler, & able to put them directly in action.

WxVMp6Y.jpg

Well did not make that hand myself, mostly doing the scripting and the weapons, but the lightning effect turned out good yes.
 
  • Like
Reactions: starseeker