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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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  2. Chub

    Chub

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    Looks good, keep up the great work.

    Good Luck!
     
  3. DylanNagel

    DylanNagel

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    Amazing stuff! Will be reading everything on the blog as well, lots of material is relevant for my own game too. Thank you!
     
  4. BloodFist

    BloodFist

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    In alpha one if you run and press Hold the AI will hold but it will keep going the way it's facing, not just hold like stop.

    Good work, keep it up and good luck
     
  5. JasonWIR

    JasonWIR

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    The only thing I don't like, you can't jump. Everything else is amazing. I can't wait to see it when you get everything done.
     
  6. Cominu

    Cominu

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    Thanks for the report, I'll fix this for the next alpha demo!
     
  7. JasonWIR

    JasonWIR

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    I was actually just thinking I would LOVE a tutorial of how you did your mini-map! I love it!
     
  8. Cominu

    Cominu

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    Project update!

    I made 2 experiments:
    - Experiment #1: GUI framework
    - Experiment #2: Static mesh combine with lightmap support



    Read full post here:
    Week 13 - Two little unity3d experiments

    Enjoy!
     
  9. Cominu

    Cominu

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    This week changes:
    • Right mouse drag is now used to rotate camera
    • Container details view: consumable items can be used, weapon and armor can be equipped.
    • Basic character stats and comparison with the selected item
    • All data now is real and read from a static XML file.
    • Adapted various UI to fit in 1024x768 screens

    Webplayer link

     
  10. JasonWIR

    JasonWIR

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    I actually get exicted when I see you have made an update! I can't wait to get home and try out the new demo.
     
  11. cupsster

    cupsster

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    @cominu care to share modded combine meshes script? Thank you. Would be quite help with my current project.
     
  12. Cominu

    Cominu

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    Sure, I just need to clean the code and then publish it on monday. Stay tuned :)
     
  13. Cominu

    Cominu

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    Adam already got friends...it's time to make some enemies!

    This week I created a new "training room" and started coding the basic AI for the enemy NPC. Right now the NPC still cannot attack, but can "see" the player and seek him using a line-of-sight technique similar to what already used for the party members follow behaviour. Also, I'm testing a very cheap collision avoidance technique using 2 "feelers" to sense a near obstacle (even a dynamic one).


    Changes
    • Adam has a face!
    • Different soundtrack for Combat mode
    • Yellow/Red circles under PC/NPC (to reduce friend/enemy ambiguity)
    • Show information on mouse over NPC
    • NPC turn head towards the combat target
    • NPC line of sight (raycast, blocked by walls)
    • NPC "feelers"
    • NPC shown as a red dot in the minimap
    • Enjoy this weekly video changelog and remember to subscribe to the youtube channel!

     
  14. Cominu

    Cominu

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    In the previous week update, NPC and Combat mode, I showed you the initial enemy combat AI which was able to follow you once you were in the NPC field of view.
    This week I worked on giving the NPC a path to follow while looking for enemies. Right now the path is fixed and is composed of a simple sequence of waypoints. Once the NPC arrives to his target waypoint, it moves to the next in a loop.



    Read the full post here
     
  15. PrimeDerektive

    PrimeDerektive

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    Your cleanly geometric level is begging for some navmesh action!
     
  16. Cominu

    Cominu

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    NavMesh are overrated :)
    Next week I'll work on pathfind, but based on navigation graph ^_^
     
  17. whyroph

    whyroph

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    sei ita??
     
  18. Cominu

    Cominu

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    Yes, I'm italian!
     
  19. daviddsotp

    daviddsotp

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    Fantastic progress. I'm very impressed!

    If you made this into an RPG kit I'm sure you'd rule the Unity community
     
    Last edited: May 12, 2011
  20. whyroph

    whyroph

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    posso contatarti in un modo ti dovrei parlare
     
  21. Cominu

    Cominu

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  22. Cominu

    Cominu

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    Week 17 of 52!

    This week I worked on Navigation Graph creation, A* algorithm and more...only to be able to play Hide and Seek!

    Full post here: Week 17 - Pathfind



    Enjoy!
     
  23. cupsster

    cupsster

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    Any new info on that combine mesh script? Is it somewhere to find? I'm still tuned ;)
     
  24. Cominu

    Cominu

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    Damn, you're still tuned! ;-)
    it's coming, I only need to find some time to extract it from the codebase and cleanup the code a bit...
     
  25. PrimeDerektive

    PrimeDerektive

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    For combining static meshes (like level geometry) I've been using the script and workflow Ippokratis posted on page 2 of this thread with great success... it has the extra advantage of letting you combine meshes using different materials by creating a texture atlas on the fly.
     
  26. Ippokratis

    Ippokratis

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    It works well for combining dynamic meshes too ( ie gameObject that move )
     
  27. Cominu

    Cominu

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    I have too many things inside my head at the moment and in the last two weeks
    the game development became less organized and more "hacky". I also missed last week update, my bad...

    I did some experiments with different control schemes like touchscreen and xbox controller. It's
    really hard to keep everything coherent: every type of control have its advantages and limitations that
    influence the gameplay too (I need to think a way to replace the "mouse over" action).

    However, here's the changes:
    • Default attack action with LMB click on enemy
    • Pathfind used to reach NPC (in combat mode) and Containers when there's not a clear line-of-sight
    • NPC uses pathfind to find again its patrol path (after a combat)
    • First melee attack animation (sword attack)
    • Combat idle animation
    • Placeholder walk animation
    • Fake bumpmap shader (little detail even without dynamic lights)
    • Experiments with "bird view" camera style (removing ceiling and disabling camera collision)
    • Experiments with 3D HP bar
    • Desaturated and blueish color tint in postprocess shader
    • Bug fix: weird neck bone rotation during pause
    • Bug fix: NPC can see through walls

     
  28. b3y0nd3r

    b3y0nd3r

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    Just wanted to congratulate you for the work you're making, keep up the good work .
     
  29. EpicTwist

    EpicTwist

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    More, more! I want more.

    Your skills are fantastic. I'm a total newbie that can't even make/script a moving block. :(
    It would be nice if you gave me a few tips. Looking at all this gives me so many ideas, too bad I cannot produce them.
    I wish you luck! :)
     
  30. EpicTwist

    EpicTwist

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    Please keep in contact with me. I can't wait to play it!
     
  31. Cominu

    Cominu

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    Thanks you all guys, I'm flattered :)

    @epictwist: write me a private message,I'll try to give some directions
     
  32. Cominu

    Cominu

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  33. online|offworld

    online|offworld

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    Dude, the guy in the RED shirt is supposed to get it first... ;)
     
  34. Cominu

    Cominu

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    Week 22 - Texture atlas creation

    This time I wrote about a little tool to help the creation of texture atlases and a way to replace the "mouse over" action previously used to show information about interactive objects and NPC.

    Enjoy: http://www.subvertgames.com/blog/23
     
    Last edited: Jun 28, 2011
  35. Cominu

    Cominu

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  36. PrimeDerektive

    PrimeDerektive

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    Is that Orbitron I see?
     
  37. Cominu

    Cominu

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    ???
     
  38. PrimeDerektive

    PrimeDerektive

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    Sorry, was referring to the in-game font :)
     
  39. Cominu

    Cominu

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    Oh, it's a slightly modified Bank Gothic font :)
     
  40. daviddsotp

    daviddsotp

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    Everytime I see the progress of the game, it makes me very happy : |
     
  41. Cominu

    Cominu

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    Alpha 4 is out!

    This time you can use the combat system and satisfy the killer inside you ;-)

    Blog post


    Webplayer




    Comments and critics are always welcome!!
     
  42. Sollthar

    Sollthar

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    Really impressive bit of code you have there and the constant updates and WIP's are really interesting and inspiring!

    Unfortunately, I'm not much into that kind of gameplay (MMO style "click on something" and "stats handle the rest") so while the game isn't for me, I really appreciate the effort and look forward to see where this all leads.
     
  43. Cominu

    Cominu

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    Yeah, It's not going to be an action game, I prefer to leave that area to "frontiers" ..you know that game? ;-)
    The MMO feel isn't exactly what I'm trying to achieve but it's starting to look like a game and I have plans, big plans...you will like for sure B-)
     
  44. Cominu

    Cominu

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    Here is the new weekly update and a new video of my RPG Tech demo!

    Week 25 - iPad HUD

     
  45. zOrigin

    zOrigin

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    Looking Awesome
     
  46. Cominu

    Cominu

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    Shotguns? Yes, please!

    http://www.subvertgames.com/blog/27

    Changes from last week
    • Bullet trails
    • Muzzle flash
    • Shotgun fire sound
    • Shotgun reload sound
    • Shotgun fire animation
    • Idle animation for ranged attack
     
  47. Cominu

    Cominu

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  48. Sollthar

    Sollthar

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    You're really an inspiration. Thank you very much for sharing all this. It's strange, I'm really excited about every single step you progress and each time I read that you did another week and more things, I get motivated myself, hehe.

    Keep it up! Really looking forward to the next half year. :D
     
  49. SEG-Veenstra

    SEG-Veenstra

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    I love your project!
    Like I read on your blog, not another mid-aged rpg!
    When I get some more experience I want to do a ((M)MO)RPG with a more futuristic setting.
    I'm also working for myself, and I'm also covering every aspect myself, with exception of the 2D/concept art.
    It is really enjoyable because you have a different job all the time!

    Good luck with your project, it looks very promising!!!
     
  50. Cominu

    Cominu

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    Thank you guys, I'm working right now on the new playable alpha for you that will be out on monday :D