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

I think it looks really nice already. Can't wait to see it as it progresses some more.
 
  • Like
Reactions: starseeker
While picking up more essential Unreal 4 core skills, I find time to integrate basic interaction & pick up.

Also I play a little bit with the camera (so much fun).

Here you can see a light 'Boom' effect on the show hose. I also add lens fare but you can't see in this shot.

I made a basic tracing & pickup-able interact-able objects. An example of an interactable object is an oven. You can interact but not pick up. The pickup-able object like the books shown are actually child class of interactable objects, which is essentially interable obkect that you can pick up. Nothing fancy.


You can see the book under the cursor is shiny, & display information about it, in fact it is blinking, but you of course cannot see from a picture. There should also be a 'Click' to pick up, then on pick up, a small animated icon show the item is now in inventory, but that later.

Next will be proper inventory system. I did some design study, scripting & code to test, but I still do not have a proper & clear idea of how I want my inventory UI to look & interact. In general it should be simple & easy to understand, but at the same time, do not looks like an window program dialog box with a skin.

Maybe I post some design idea for feedbacks here.

captureue404_by_starseeker-d81b33j.jpg
 
  • Like
Reactions: DLC and Z A C K
Looks like you're making good progress!

What kind of mood are you going for? Have you considered or experimented with making the room a little darker?

For the inventory, have you looked at similar games to see how they handled it? The main thing is that it is intuitive to use so people are not left guessing what they should click. Graphics can always come later.

Keep it up!

I don't have much to show off yet for my game. I just implemented a class system and have done some code refinements. Once I get the 3d models for the main characters, I'll start showing it off.
 
I am going for slightly more bright look, because everyone is going for the 'dark & gloomy' look these days. But maybe I will pick a slightly darker mood to fit the theme, or gradually getting darker...

The story for the game is fairly dark as you find out more, just that it wasn't suppose to be a scarily game.

Think of it like the Gabriel Knight games. The theme may dark, bu the game itself is not dark & gloomy.

I will look into a few games, for the inventory.

Looking forward to see your game with the characters in it.
 
Downloaded Maya LT & trying out a bit. Initial impression not good. Its 30€ or so price may sound 'cheap' but its limited. Do not even have a renderer, & GoZ do not work & they made a new file name, so you cannot open this file in a normal Maya.

At this point, all options are opened, I am thinking of trying out Blender, or Modo etc.
 
It'd be great if you can get Modo at a discount because then it would be in the same price range as Maya LT(unless the price has changed) and you would get a good renderer, good sculpting tools, and an intuitive modeler. Unfortunately, I have no idea when or if it will go on sale again any time soon.

After following numerous tutorials on Modo, I still recommend it even at full price. Blender may be free, but it's not as much fun to use. The other options are so expensive, it's hard to justify the price.

Maybe give the trial version a try and have a look at some of the showcase videos.
 
It'd be great if you can get Modo at a discount because then it would be in the same price range as Maya LT(unless the price has changed) and you would get a good renderer, good sculpting tools, and an intuitive modeler. Unfortunately, I have no idea when or if it will go on sale again any time soon.

After following numerous tutorials on Modo, I still recommend it even at full price. Blender may be free, but it's not as much fun to use. The other options are so expensive, it's hard to justify the price.

Maybe give the trial version a try and have a look at some of the showcase videos.
Haha, I was about to post here asking you about Modo impressions. I will check out more on Modo, & Blender in the coming days.
 


Modo looks very interesting, but compared to Blender is it easy to use ? If is then I may have to save up some cash for that (seeing that it also goes good together with Substance)
 
Modo looks very interesting, but compared to Blender is it easy to use ? If is then I may have to save up some cash for that (seeing that it also goes good together with Substance)

Even being new to 3d programs, I was able to get more done with Modo than any other program. It's just more intuitive to use. I mean, I still have to look up tutorials to do the advanced stuff, but for just playing with the software, I was surprised at how much I could figure out on my own. Other programs were not like that, and I kept asking myself "how in the world do I do this or that!?"

It's designed for concept artist types who want to quickly be able to turn out good looking stuff. Did anyone watch the video I posted a while back of the concept artist from Naughty Dog using it?

Modo also has some paid kits available like Auto Character Setup which is supposed to make rigging and animating much easier. I got it when it was on sale, so far it seems pretty cool. It should come in handy.

I just like the way Modo is set up compared to others. I thought hard about which to get considering that Blender can do quite a bit for free, but I wanted something that I could use quickly and learn quickly. Of the ones I tried, Modo was the easiest for me to learn. Overall, it was just the most enjoyable to use, and considering how much time I'm going to be spending in it, it's important that I like using it.

I also got a subscription to Digital Tutors for like 30 bucks a month, and the Modo tutorials on there are great, very in depth and covering everything I need.
 
Give a heads up when there is a discount on Modo ok. :txbsmile:
 
Give a heads up when there is a discount on Modo ok. :txbsmile:

I'll try, but the last time took me by surprise. I was literally a couple days away from buying it at full price when they had some kind of summer sale.

I can check in on it from time to time, but honestly, it's probably a good idea to bookmark the site so you can quickly check on the price every now and then. If I get any email alerts, I'll let you know.
 
Then started making weapons within Blender:

WY4RM4S.jpg


Imported into Substance Painter and exported height map, metallic, diffuse and sow on.

bbvghng.jpg


Then for export to Unity, using the diffuse gloss and normal map.
After what I read looks way different inside Unity since Substance painter use PBR shaders, but gone test out some of the other shaders and see if works better.

DDOxXVd.jpg
Edit: A bit better, using Reflective Bumped specular :
ikJehpz.jpg
 
Last edited:
  • Like
Reactions: Z A C K
And finished with the sword :

H4IFP9N.jpg


In order to get this result I had to use Alloy Physical Shader Framework , made a new material (slatepanels) as secondary to go together with the sword material.
In the shaders used Base Bumped.
 
Tried a bit more on reflective shaders, it reflects light and shadow, looks very nice, but if only could remove it from the hilt of the sword.

kDAymte.jpg
 
Does anybody know a good tutorial for importing maya files into unity? Apparently that's a new job for me, despite being told otherwise.

Can try this:

Importing Objects From Maya

Unity natively imports Maya files. To get started, simply place your .mb or .ma file in your project’s Assets folder. When you switch back into Unity, the scene is imported automatically and will show up in the Project view.

To see your model in Unity, simply drag it from the Project View into the Scene View or Hierarchy View.

http://docs.unity3d.com/Manual/HOWTO-ImportObjectMaya.html

If that does not work try export the files to FBX, then in Unity press "Assets" (next to Edit) left upper side, from Assets you press import New Asset and then the files you want to import, I do this often with Blender.
 
Started on the rigging , but I think gone add an extra bone to each finger:

kjqXnsR.jpg
7oxbXvS.jpg


Also have been trying out a textured mesh in Unity that have yet to be rigged, only to see if there are some things that can be fixed before.
I figured out how to make the character stand out compared to the environment, adding a light source to the player character (sow have this small dot of light that will be in front of the player):

jWiXf7B.jpg
 
I think that's how diablo did that, but they since removed it in Diablo 3. Light radius.

Another more laborious way is to pick the right colors, by having characters & background stand out.

Or you can use a small rim lights (light at edges of character), film actually have subtle use for it, so Emma Stone can stand out when she walk along street 21. But whatever works for you.

I also have a little issue regarding contrast.
The 'Click to turn lights ON/OFF' Info, as well as the cursor is not clear with a white background...I am thinking of change the text & cursor to yellow, or avoid overly white background.

Poorcontarct_zps3f3759d2.jpg
 
Last edited:
I also have a little issue regarding contrast.
The 'Click to turn lights ON/OFF' Info, as well as the cursor is not clear with a white background...I am thinking of change the text & cursor to yellow, or avoid overly white background.

Can you overlay a black, 50% transparent graphic right behind the text to make it stand out? Or at least give the text a solid background?
 
Of course, but it will looks ugly, same with having yellow text & cursor. Most game I play have white cursor & text. Need to see how they do it...

Here are some screen cap from gone home. In fact even the cursor is a single dot.

gonehome05.png


Untitled-1.jpg


I tried single dot as cursor, & sometime the cursor got lost. I think it has something to do the the wall paper choice of color. I will change the white part of the wallpaper to light green when I have the chance.
 
Last edited:
Hmm, here is a quick example of a compromise. If you keep the edges of the background soft, it looks better.

KdkWthf.png


Other than that, if you can outline the text with black like a 1 pixel stroke, I don't know of any alternative.
 
Playing around with Rigging, I may have to use much time on this to get it right, for most of it I`m using the weight paint, but think for fingers I will have to go into edit mode and assign them to the bones.

index.php


index.php
 
DLC,
I would put 2 more bones at the spine area. Otherwise, seems good.

Godsmack,
Thanks for the paintover. I look into these alternatives.

I think how Gone home did was to make everything a bit darker. Nothing is completely white.
 
DLC I assume you are using Blender? Either way, before you get too far along the rigging/animating process, it would be a good idea to check out various ways of setting up controls to help you manipulate the rig.

For example, have a look at the videos from ACS for Modo that I mentioned a while back. Maybe it will give you some ideas.

http://community.thefoundry.co.uk/store/kits/acs/
 
  • Like
Reactions: DLC
So I hailed your advice, (poor photobucket compression, but intention is intact), so far having a back box is best of the bunch of things I tried so far.

Surprisingly easy to set up. there is already a draw_rectangle to screen function. I just need to enter the location, & size of the box. You can define the alpha of the rectangle, & color.

I just draw the rectangle where the text are display by using the the size of the text + some extra border length, & its done. Gonna love these modern game engines. They thought of everything (most things).

Yes, it ran at a poor 16fps at 1080p on my laptop rig (with background programs running etc)....hence I need to look for a new 'beasty' Desktop PC rig soon.
CaptureUE405ReSize_zps041c0593.jpg
 
Last edited:
  • Like
Reactions: Z A C K and DLC
DLC I assume you are using Blender? Either way, before you get too far along the rigging/animating process, it would be a good idea to check out various ways of setting up controls to help you manipulate the rig.

For example, have a look at the videos from ACS for Modo that I mentioned a while back. Maybe it will give you some ideas.

http://community.thefoundry.co.uk/store/kits/acs/
At least have Inverse Kinematic (IK) set up.
 
DLC I assume you are using Blender? Either way, before you get too far along the rigging/animating process, it would be a good idea to check out various ways of setting up controls to help you manipulate the rig.

For example, have a look at the videos from ACS for Modo that I mentioned a while back. Maybe it will give you some ideas.

http://community.thefoundry.co.uk/store/kits/acs/

Wow that looks very realistic that way the model moves, Modo is defiantly on my list of programs to get, either when I have saved up enough money or if comes a deal .