Search Unity

Blackreef Pirates!

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

  1. ASchumacher

    ASchumacher

    Joined:
    May 2, 2011
    Posts:
    81
    This looks incredible. You've got some quality work and I agree with many others, I can't wait to see what the next 27 weeks will bring.
     
  2. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    A little teaser for the next alpha :cool:

    $SwordTrail.jpg
     
  3. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    Time for a new public playable alpha! There are lots of improvements from the last alpha and many little things under the hood that will speed up the development process in the future.

    I also started to work on the game theme and background story...I can't show anything to you at the moment but trust me: is going to be awesome :cool:

    Changes from last week
    • Sword trail for melee attacks
    • Improved character shader (now with more specular goodness)
    • Reworked vignetting and pause fx


     
  4. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    Here's a little preview of one of the first characters...yes Adam is going to retire soon :D

     
  5. Sollthar

    Sollthar

    Joined:
    Feb 11, 2010
    Posts:
    477
    Love the face and general look, apart from the enormous hands. :)
     
  6. PrimeDerektive

    PrimeDerektive

    Joined:
    Dec 13, 2009
    Posts:
    3,073
    As a representative of both beards and abnormally large hands, I approve.
     
  7. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    In the latest blog post I talk about how to create "modular character" with unity3d.

    Also, here's the first characters of my game and watch some experiments with facial animation.

    Check it out at: Week 29 - Modular character creation - part I



     
  8. LaneFox

    LaneFox

    Joined:
    Jun 29, 2011
    Posts:
    6,485
    I'm really interested in the modular character parts.

    If you promise tutorials/assets I'll make free models for you XD (even textures if I must...) Link1 Link2(semi nws)
     
  9. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    Thanks for your comments! Next time I'll try to scale down the hands, yes...they are a bit too big :D
     
  10. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    Here's a two-week update! The new characters are almost ready and it's time for Adam to retire. Here's the video with all the changes:
    • New models: chest, hands, belt, legs, boots and a beard!
    • Swords!
    • Attachment "bone" for swords and draw animation
    • Running with sword animation
    • Custom shader for weapons (with fake specular)

     
  11. Sollthar

    Sollthar

    Joined:
    Feb 11, 2010
    Posts:
    477
    Great update! I'm starting to get a nice piratey vibe from it. :)
     
  12. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    It's September! It's time to announce the game theme: PIRATES. Who doesn't love pirates?

    Together with the game theme I also announce the start of a collaboration with Marco Lisci, a very talented environment artist and level designer. Marco is already hard working on the first level of the game, a little pirate town and a the nearby port.

    I'm very excited to show you his first work, everything is just a placeholder to test the level size and spaces...and I love it!

    Here's a video with a fly-through of the first level prototype, isn't great?

     
  13. coin-god

    coin-god

    Joined:
    Jan 21, 2010
    Posts:
    325
    Looks pretty awesome for a prototype! Nice work there.
     
  14. Sollthar

    Sollthar

    Joined:
    Feb 11, 2010
    Posts:
    477
    Fantastic stuff! Really really great work. Your game keeps getting more and more intriguing.
    And as always: seeing your stuff makes me really want to improve mine. What am I going to do once you're finished? :)
     
  15. Rilem

    Rilem

    Joined:
    Aug 31, 2011
    Posts:
    70
    Really diggin that pirate island prototype! :) Looks amazing even without textures.
     
  16. PrimeDerektive

    PrimeDerektive

    Joined:
    Dec 13, 2009
    Posts:
    3,073
    Any chance of you ever sharing your sword trails solution? :)
     
  17. lilymontoute

    lilymontoute

    Joined:
    Feb 8, 2011
    Posts:
    1,180
    Been following this and it's looking great! Keep up the good stuff =)
     
  18. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
  19. Priske415

    Priske415

    Joined:
    Sep 10, 2010
    Posts:
    233
    Im really stoked to see more from you, I love all the work so far, keep it up!
     
  20. Enzign

    Enzign

    Joined:
    Aug 20, 2010
    Posts:
    169
    This really is fantastic work. I'm very impressed and i always loved RPG's so keep up the amazing work! :)
     
  21. lues de fabulam

    lues de fabulam

    Joined:
    May 18, 2009
    Posts:
    41
    Placeholders? Just slap some textures on them and it will look striking already. The cubist geometry is very appealing.
     
  22. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    In this first Art Assets overview we are showing you some assets Marco created in the last week. Textures and models are constantly WIP but they already show what artistic choices we made.

    All objects in the scene share the same texture atlas (a big 2048x2048 texture on iPad and 4096x4096 on desktop), have a very low polycount and are organized in a way to be reusable and as foundation of larger and more complex props.

    If you like to have more information about UV management, texturing, modeling or other tips please leave a comment and follow our devblog!

     
  23. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    5,598
    it all looks very nice! i hope to see more in the nearby future.
    good luck,

    lars
     
  24. stringsuntied

    stringsuntied

    Joined:
    Sep 12, 2011
    Posts:
    10
    Just wanted to say this looks very cool and best of luck.
     
  25. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    5,598
    hi cominu,
    although it is not very kind to say: i am a pretty bored of seeing all these low poly assets. they really look nice. no doubt, but especially the boats could need some more polies! just think about the upcoming LOD feature of 3.5!
    it might be a good idea to think bigger as far as poly budget is concernded. everything develops and grows. so does polycount!
    http://unity3d.com/webplayer/hwstats/pages/web-2011Q3-gfxperf.html

    just a quick thought.

    lars
     
  26. PrimeDerektive

    PrimeDerektive

    Joined:
    Dec 13, 2009
    Posts:
    3,073
    Webplayer stats aren't very relevant to an iPad game :)
     
  27. larsbertram1

    larsbertram1

    Joined:
    Oct 7, 2008
    Posts:
    5,598
    just coming to ipad? sorry…
     
  28. SteveJ

    SteveJ

    Joined:
    Mar 26, 2010
    Posts:
    3,042
    Everytime there's an update for this project, it just looks more amazing. Really looking forward to seeing the end result. I think the professionalism in the approach here is something to learn from.
     
  29. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    Hi everybody! Here's a quick news from the captain: our little pirate game is now also on IndieDB!



    ----

    ...about the lack of gameplay updates...well, a new playable alpha is coming, stay tuned :)
     
  30. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
  31. kerters

    kerters

    Joined:
    May 13, 2011
    Posts:
    164
    looks really good ! :)
     
  32. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    Fantastic assets.
     
  33. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    Week 35 of 52..The end of the project is only 17 weeks away and I'm starting to feel the pressure. So, no more prototypes from now on! :D

    Here's the combat arena that will be used to test all the combat features. It's still a work in progress but the next week will be ready, together with a new playable alpha :D

    Full blog post here: Week 35 - Combat arena



     
  34. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    This week we learned the hard way to not underestimate the time all the little things takes when making a level (with some gameplay). We did and re-did everything almost twice (or more) and had a lot of fights with unity. The good news it that eventually we won the fight...the bad is that we lost too many days and we cannot release the Alpha 6.

    But...here's some good news for you: we have found a name for our little game! Yes!



    Here's some fresh screens from the training arena (aka Alpha 6)









    I also started working on this gameplay features (more on these later):
    • Dialogues
    • Cutscenes
    • Mission objectives UI
    • Checkpoints (a-la GTA)
    • Training dummy and shooting target
    • Friendly NPC
    • Skydome

    Hope you like it :D
     
  35. pixellegolas

    pixellegolas

    Joined:
    Apr 10, 2011
    Posts:
    223
    yes we like it :)
     
  36. Sollthar

    Sollthar

    Joined:
    Feb 11, 2010
    Posts:
    477
    That's a quote for gold right there...
     
  37. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    Huge update this week! I'm very proud of this update because it's a big leap forward in transitioning from a tech demo to a real game.

    The changes are too many but the biggest are:
    • improvements in character animations
    • dialogues with NPC
    • level scripting and cutscenes
    • checkpoints
    • mission objectives UI
    • weapon grab

    Warning: this demo is incomplete. I mean, it's a good testbed for many features that will be included in the final game but contains a lot of placeholder animations (the "grab weapon from table" is clearly one of them) and gameplay glitches. However I plan to continue working on it and release updates when ready, without waiting another one full month for another release.



    As always, you can play it directly in your browser or if you prefer there's a downloadable version too:

    Play in your browser

    Download windows

    Download mac


    Have fun :D
     
  38. Priske415

    Priske415

    Joined:
    Sep 10, 2010
    Posts:
    233
    Wonderful, loved the art, although the ropes didn't really translate as walls. Maybe some short stone walls or thin wood fencing?
    anywho, Im a fan.
     
  39. Duskling

    Duskling

    Joined:
    Mar 15, 2011
    Posts:
    1,196
    Cool! Keep working on it :D
     
  40. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    I finally took possession of a Unity iOS Pro license! So, how is the game running in the real iPad hardware?

    I must admit...the iPad 2 version of the game runs incredibly great :D

    Not only the game is running correctly and without graphical glitches but is also rock solid at 60 FPS with 2X antialias!


    So, I spent this week configuring everything to work on this little "magical" device and working on an custom UI more suited for a touch screen.

     
  41. Sollthar

    Sollthar

    Joined:
    Feb 11, 2010
    Posts:
    477
    Glad everything is coming along as you wanted!
     
  42. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    Ladies and Gentlemen, here's the 40th week update! Today I'm going to talk about Gamma correction, the new website and kongregate.

    Whaat? Where is the game?!

    Don't worry, the game is progressing well, Marco is creating a whole new section of the city and I'm working on some new gameplay feature related to Indoor scenes. Also, the story start to have some interesting twists, but I still can't talk about the details ;-)

    Gamma correction

    In a perfect world every monitor have always the right contrast and colors. In a perfect world gamma correction makes no sense. But we live in a world where every monitor is slightly or completely different from the "standard" because of user settings or cheap hardware.

     
  43. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
  44. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
  45. BrUnO-XaVIeR

    BrUnO-XaVIeR

    Joined:
    Dec 6, 2010
    Posts:
    1,687
    Wanst the game going to be a iPad tittle?
    Very nice game btw.
     
  46. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    It's definitely going to be an iPad title, but also for PC and Mac
     
  47. duke

    duke

    Joined:
    Jan 10, 2007
    Posts:
    763
    I've definitely got a bad case of skyrimitis too! It's spread!
     
  48. Ratchet

    Ratchet

    Joined:
    Apr 8, 2009
    Posts:
    46
    Just great !
    The floor is so bright or white ? is it normal, all our visual attention is attracted byt this brightfull floor, why not making it less bright and more discret ?
     
  49. Avanger

    Avanger

    Joined:
    Aug 26, 2011
    Posts:
    258
    Ciao se vuoi posso aiutarti col progetto se sei interesato
     
  50. Cominu

    Cominu

    Joined:
    Feb 18, 2010
    Posts:
    149
    Week 43 - Indoor scenes and blob shadows

    This week I developed a way to create blob shadows without using projector (too heavy for iPad) and the video showcase the first indoor scene with a "point and click" style camera.

    Enjoy

    Full post: http://www.subvertgames.com/blog/43

     
unityunity