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Blackreef Pirates!

Discussion in 'Works In Progress - Archive' started by Cominu, Jan 17, 2011.

  1. Cominu

    Cominu

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    Hi everyone, looks like the 2011 will be the year when my "big evil plan of world domination" will see the light :)

    Long story short: I'm going to create a single player rpg within a short development timeframe and keep everyone informed with regular blog post filled with news, tutorials and solutions to common problems encountered during this journey.

    Read more details here:
    http://www.subvertgames.com/

    Ciao
     
    Last edited: Feb 23, 2011
  2. PolyMad

    PolyMad

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    Nice, now you only need somebody to help with graphics and audio :D
     
  3. Sollthar

    Sollthar

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    Feb 11, 2010
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    Keep the news coming then. I'll follow. :D
     
  4. Cominu

    Cominu

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    Last edited: Feb 23, 2011
  5. Schlumpfsack

    Schlumpfsack

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    off topic:

    Hannoi rockt :) Südsstadt und Maschsee = mein Reich :D
     
  6. fallingbrickwork

    fallingbrickwork

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    Looking forward to seeing how this develops... keep us posted.

    Regards,
    Matt.
     
  7. blind4

    blind4

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    Jan 21, 2011
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    nice, keep up the good work
     
  8. Cominu

    Cominu

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    Week 2 is approaching and I needed a character to walk inside the levels so...meet Adam, my placeholder man character for the prototype phase



    Read more at: http://www.subvertgames.com/blog/4

    Ciao
     
    Last edited: Feb 21, 2011
  9. xAdix

    xAdix

    Guest

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    looking good so far
     
  10. Cominu

    Cominu

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    Attached Files:

    Last edited: Feb 21, 2011
  11. PhYc1aTr1st

    PhYc1aTr1st

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    wow, thats look great. but i agree with megmaltese that you should get someone to help with the graphics
     
  12. Cominu

    Cominu

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    Last edited: Feb 21, 2011
  13. Cominu

    Cominu

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    I know the current graphics are poor, but I'm forcing myself to not add real graphics until the prototype phase is over. A prototype is all about gameplay, or not?
     
  14. seon

    seon

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    Yeah, forget the art... stick to what you are doing... designing gameplay doesn't require nice art... it's just a distraction. Your doing great! What's next?
     
  15. Cominu

    Cominu

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    Right now I'm working on many things:
    - a custom character lighting
    - moving between different levels.
    - 3DConnexion SpaceNavigator support inside editor mode

    Also, I started the development of a node-based dialogue editor inside unity:
    $DialogueEditor.jpg

    ..yes, I'm loving unity :D
     
  16. Cominu

    Cominu

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    Another one! This week I worked on:
    • Minimap
    • footsteps detection and sound
    • custom reverb (parameters tweaked at runtime based on room size)
    $week4.jpg



    Read more at: http://www.subvertgames.com/blog/7
     
    Last edited: Feb 21, 2011
  17. PrimeDerektive

    PrimeDerektive

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    You should write a tutorial on how to make a minimap like that, thats pretty sick! Especially the fact that the texture is generated in the Unity editor.
     
  18. Larsa334

    Larsa334

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    Jan 7, 2011
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    Very nice work! :)

    The node based dialogue-editor also makes me want to check in here on a regular basis to follow your work.
     
  19. blind4

    blind4

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    Jan 21, 2011
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    nice progress, keep up the good work
     
  20. Cominu

    Cominu

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    Week 6 changes:
    • blob shadow for characters
    • updated character shader to work on older SM2 cards
    • procedural head turn
    • project updated to unity 3.2



    Read more info here: Custom character lighting
     
  21. macspeedee

    macspeedee

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    Nice job, looks very slickly done.
     
  22. Thomas-Pasieka

    Thomas-Pasieka

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    Good job there Cominu! I will be following your progress :)

    Thomas
     
  23. Frank Oz

    Frank Oz

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    Just giving the thread some love, this looks really interesting, and the characters appearance totally grew on me, please never change that style :D
     
  24. PrimeDerektive

    PrimeDerektive

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    Haha, I doubt his plan all along was to make an RPG about crash test dummies in grid-tiled worlds :)
     
  25. Cominu

    Cominu

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    Character proportions will be almost the same, I love the "slim" character style too :D
    ...now you made me think that I still have to model "Eve", the female character prototype...
     
  26. CharlieSamways

    CharlieSamways

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    Great work, i love it, will definatly keep watching! If you ever need any model help? Id be honored. Cant wait to see this finished!
     
  27. Frank Oz

    Frank Oz

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    But you gotta admit, it has a really unique style to it already. It certainly stands out, and all the best stuff is often from happy accidents that were never originally intended. :D
     
  28. PrimeDerektive

    PrimeDerektive

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    Like crapping your pants in a fit of laughter!
     
  29. Cominu

    Cominu

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    Hey guys, Adam got friends! This time I worked on party management and movement: leader switch, party formation, party status HUD and more..



    Read more info here: "Party"

    Comments and critics are always welcome
     
  30. Frank Oz

    Frank Oz

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    LMAO!

    Can't believe I missed that reply until now! Haha.
     
  31. Cominu

    Cominu

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  32. Cominu

    Cominu

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    This week I worked on "pausing" the game and fighting with my ignorance about the fact that with "Time.timescale = 0" the method FixedUpdate is not going to be called :confused:


    Read the full post here: Pausing the game





    ...right now there's not much to do in the game and everything is not polished yet but...I was thinking about making a public alpha for you to test and comment..are you interested?
     
  33. impheris

    impheris

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    look nice but, this will be a toturial or something like that? or will be a game?
     
  34. Cominu

    Cominu

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    Is going to be a full game.
     
  35. Cominu

    Cominu

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    Hey guys, this week I worked hard to create something playable in the webplayer and guess what? Here's the first playable alpha of the game.

    Nothing too big, just 2 maps and you're free to walk around and test the basic party behaviour.

    Here's the full post: Week 10 - Alpha #1
    ane the direct webplayer url: http://subvertgames.com/play

    Ciao
     
  36. Disaster

    Disaster

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    I really enjoyed reading through your blog, it's great to see you using plenty of optimisation techniques and not just resorting to dynamic lighting. One thing I was really interested in was the method you used to figure out the walkable area of the maps in order to create a mini map snapshot. Any chance you can share how you did that? I'd love to know how to create a 'walkable' zone in my levels for use with pathfinding etc.
     
  37. Cominu

    Cominu

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    Short story:
    1) I'm shooting many rays from the sky and keeping the height in a 2dimensional array.
    2) starting from a walkable known point (it's taken from the player spawn point) I take the height of this point and compare it to near points. If the difference in height is less than 0.5 meters I'll mark this point as walkable, otherwise is marked as obstacle.

    Once the algorithm is working you can improve it taking in account the normal of the raycasts hits to detect if a slope is too steep and mark these points are obstacle from the start.

    My next milestone is to create a little pathfinding solution for enemies and party members, I'll try to include a better explanation of how I created the walkable zone too.
     
  38. Cominu

    Cominu

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    Another week, another update! This time I focus on Item containers, gui and some shader talk.


    Read the full post here: Item containers (part I)




     
  39. coin-god

    coin-god

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    Looking awesome man. Can't wait for Alpha 2!
     
  40. xenbiosis

    xenbiosis

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    Looks good! Can't wait to try it.
     
  41. d2king10

    d2king10

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    I might be able to lend you a hand with the graphics if you want, you can see some of my stuff here: www.jasongordy.com
     
  42. Patyrn

    Patyrn

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    Feb 17, 2011
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    Really cool series of posts. I only wish you went into the nitty gritty a bit more about how you accomplished things.

    Your stuff's awesome.
     
  43. Cominu

    Cominu

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    I'm planning to do some extra posts with explanations and tutorial. What kind of topic you want to be more detailed?
     
  44. Schlumpfsack

    Schlumpfsack

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    nearly everything?? ;)
    Your work is just plain awesome.
     
  45. PrimeDerektive

    PrimeDerektive

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    I would love to see a tutorial on the radar.
     
  46. Cominu

    Cominu

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    So far, here the asked tutorials:
    - automatic walkmap creation
    - minimap (radar)
    - how to create modular levels and pieces

    Any other? My main goal is still to create the game so all these tutorials will be made in the spare time, so "everything" is not an acceptable request :D
     
  47. Schlumpfsack

    Schlumpfsack

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    awwww...in that case...the daylight/shadow system seems interesting.
    i got that right that you don't use any real time shadows and i love the transition between "sun" and "indoor" parts :)
     
  48. Cominu

    Cominu

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    Jason, check your private messages
     
  49. d2king10

    d2king10

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    Replied :)
     
  50. TonyNowak

    TonyNowak

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    May 10, 2010
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    I really like the style as it is now, unique.