Search Unity

  1. New Unity Live Help updates. Check them out here!

    Dismiss Notice

Games Born of The Wild: The Depths

Discussion in 'Works In Progress' started by N1warhead, Feb 23, 2020.

  1. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    GreatWhite_PromoShot_01_W_Text.png
    Born of The Wild: The Depths is a multiplayer survival horror animal game.

    You will play as some of the worlds most fascinating aquatic animals, ranging from the Great White Shark all the way to the Dunkleosteus in this online Survival PVP game.

    Over time I'll post some progress of the game here, however if you want to stay the most up-to-date please join the games discord at: https://discord.gg/6WRRT7R

    Below is some basic information on it:

    Render Pipeline: HDRP.
    Scripting: For now monobehaviours until/unless performance degradation.
    GameModes: Currently only Multiplayer is planned. Single player is possible, just not my goal currently, I see no reason not to do a single player one day, just not currently planned this very moment.

    What's the goal of the game?
    In BOTW: The Depths - you spawn in as a small child of the animal you chose (or you can get hatched in as a baby) if you want to spawn in with a team immediately. The goal of the game is to survive and grow for as long as you can in a ruthless world where everything and everyone wants to eat you, the more you age the stats you select for your animal will begin to kick in.

    This isn't a real-life simulation, in fact it's the total opposite of real life. For example, I'd love to implement genetic engineering mechanics into the game so you can for example - give your great white shark camouflage like an octopus, however - doing so will negatively affect your shark in some other manner, perhaps this will be speed, strength, this is to be determined.


    Take care everyone!
    NOTE: If you want to stay the most up-to-date please join the games discord at: https://discord.gg/6WRRT7R

    Official Twitter page if you want to be informed of new things without joining the Discord: https://twitter.com/OfficialDepths

    Official Instagram.
    https://www.instagram.com/officialdepths/
     
    Last edited: Mar 26, 2020
    alexanderameye likes this.
  2. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    Here's the revitalized Great White Shark. I had to completely re-do it. I didn't like the way the last one turned out. So for the past couple of days I've been re-working it. It's a lot more satisfactory now.

    I think I should make some better teeth though lol.

    upload_2020-2-25_12-46-33.png upload_2020-2-25_12-46-38.png upload_2020-2-25_12-46-43.png upload_2020-2-25_12-46-47.png upload_2020-2-25_12-47-24.png
     
    jamespaterson likes this.
  3. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    This is one of the early Ocean tests with HDRP.

    upload_2020-2-27_9-24-51.png
     
    Billy4184, khos and warthos3399 like this.
  4. warthos3399

    warthos3399

    Joined:
    May 11, 2019
    Posts:
    586
    @N1warhead Love what your doing, great idea/storyline, But whats more challenging is using HDRP (pros/cons), i may use it in my next project, as by then it will be fully done and released.

    What caught my eye 1st was the water. You have the hue of the water perfect, so many people make the water hue too light. Also shader faux physics, nice touch bro :)
     
  5. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    @warthos3399 thank you :)

    Yeah HDRP is a bit different, despite the cons with it, the pros outweigh it. The scalability of it is so superior that i'll (never) use the standard renderer again, ever - no matter what. - Well unless it's for a platform that doesn't support HDRP at least lol.

    Yeah the underwater effect (using only standard HDRP Fog), I'll be playing around with it, I want to simulate more realistic tones of underwater. What's cool is the volume fog with HDRP works with the directional light, so it gets darker the deeper you go, and it also changes colors based on the angle of the light.

    But the biggest con with HDRP is sadly that terrain grass isn't supported, i'll have to improvise on that matter. But that's a good thing with underwater - I can cut rendering off at a short distance so I can throw in a lot of details.

    But on this note, I haven't shared this image anywhere else (yet), figured may as well share it on here.
    An image of the adult Great White Shark biting in Animation preview in Unity.

    I do plan on having multiple types of attacks, at least 2. A primary weaker attack, and a secondary that is stronger but affects your character somehow, such as a special attack with the great white will be a lot more damaging however it might burn a bit of your stamina. (just an example).
     
  6. alexanderameye

    alexanderameye

    Joined:
    Nov 27, 2013
    Posts:
    1,034
    Really nice! The ocean test shot is gorgeous. Is the water a 3rd party asset?
     
  7. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    Thank you :).. I made the water shader in Shader Graph. The underwater parts however is some HDRP Fog trickery.
     
  8. alexanderameye

    alexanderameye

    Joined:
    Nov 27, 2013
    Posts:
    1,034
    Ah neat, how is the water line done? Some underwater approaches just use a post processing volume, but that approach doesn't allow for the screen to be split like that into underwater and above water. What are you doing?
     
  9. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    I just have the fog meet with the water height and it just worked with some tweaking. This isn't a one size fits all solution though. I'm sure if I made it storm and had massive waves things would look awkward. But for my current use-case it works good to have slight waves.
     
    alexanderameye likes this.
  10. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    7,249
    Looks nice, but what about actual gameplay, mechanics, movement, animations.
    Do you have anything done in that area?
    Any showcase?
     
  11. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    Thanks :)

    Yeah I got movement and animations for the shark currently. I'm designing the control systems to be interchangeable between all animals so once I get the controls nailed out things will be smooth sailing for new characters.

    But the game is very early in development so there's not currently any actual (in-game) stuff other than movement and animations for the shark and a bit of seaweed I made, ohhh I made a shader that you can move Seaweed to the side when your animal gets near it), but it's a bit bugged but does work.

    Also I did make day/night cycle, one that server owners can control so they can change them to 1 second or 24+ hours per day if they want. (actual time).

    Once I am happy with my shark animations I'll start focusing on the actual game-mechanics such as fighting, eating, stam regen, and if a mammal (getting air), AI Fish(perhaps schools of fish), growing systems, old age systems, genetics systems, team grouping, etc.

    Most of the mechanics in the game will revolve around the combat systems so I need to get the shark good first.
     
  12. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
  13. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    7,249
  14. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    hahahahaha that's funny... Yeah it's the first time messing around with character joints.
     
  15. unit_dev123

    unit_dev123

    Joined:
    Feb 10, 2020
    Posts:
    619
    very cool blog
     
  16. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    Thank you :)
     
  17. unit_dev123

    unit_dev123

    Joined:
    Feb 10, 2020
    Posts:
    619
    is attack procedural or self animated? if so what r pros and cons?
     
  18. unit_dev123

    unit_dev123

    Joined:
    Feb 10, 2020
    Posts:
    619
    are you a water star sign btw lol?
     
  19. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    @unit_dev123 : The attacking animation is a keyframed animation I made in 3Ds Max. The body I'm attacking activates character joints (component on the bone) so it gives a ragdoll physics.

    Not sure what you mean by "are you a water star sign".
     
  20. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    This is pretty interesting result.... Accurate scales... Despite the baby (smaller one) being 1.5 meters (5 feet) long it appears soooo small compared to the mommy shark... (I haven't done any body adjustments yet), just simply scaled it down to the correct size.)



    Fun fact: Great Whites from the moment of birth - run away from their moms and most never survive more than a year. Because their moms will eat them as well.
     
    Antypodish likes this.
  21. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    Look mommmy I grewwwwss up today :) (Using Blendshapes to morph the body a bit and scaling up).
    GrowthSystem_WithScale.gif
     
    BonneCW and Antypodish like this.
  22. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    Great White is hungry, fixing to feast on some Dories! lol

    upload_2020-3-8_5-27-55.png
     
  23. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    7,249
    Jaws - Theme song

     
    Last edited: Mar 8, 2020
    N1warhead likes this.
  24. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    Now that's pretty funny hahaha
     
    Antypodish likes this.
  25. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    Two images of the great white attacking a baby great white at night.

    GreatWhite_PromoShot_01.png
    GreatWhite_PromoShot_02.png
     
    Antypodish likes this.
  26. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    Until I get a dev log up I figured I'd share a funny little video with y'all of a big oops with server-side growth to the client hahaha..

    But then I go over some of the morphing systems (Blendshapes).
     
  27. Antypodish

    Antypodish

    Joined:
    Apr 29, 2014
    Posts:
    7,249
    I need to say, from art point of view, considering is a game, these look cool to me :)
     
  28. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    Thank you :)
    Yeah HDRP is so amazing.

    I still have a lot to learn with HDRP, but man is it great.
     
  29. unit_dev123

    unit_dev123

    Joined:
    Feb 10, 2020
    Posts:
    619
    I know this is OT but you have great radio voice :)
     
  30. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    OT? LOL.

    But thanks, I think? hahahaha.
     
    Antypodish likes this.
  31. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
  32. N1warhead

    N1warhead

    Joined:
    Mar 12, 2014
    Posts:
    3,623
    We will be having a dev-log soon everyone! After this current system I'm making is done I'll be making a dev log for you all! As always - Patron's will get the DevLog 1 day early as well.
     
unityunity