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Hack and Slash

Discussion in 'Works In Progress - Archive' started by hannes-dev, Aug 1, 2012.

  1. TheRealFuzz

    TheRealFuzz

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    Jul 17, 2012
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    308
  2. hannes-dev

    hannes-dev

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    got a vacation job for tree weeks
    so less time to work on the game
    finished scaling of the inventory and skillbar slots when changing resolution
    also handplaced the coordinates of the skill and inventory (so its not yet perfect, but since the graphics aren't done yet , a few pixels don't matter
    designed a new enemy:
    the stone or rock crab
    and the infected stone crab
    gonna start modeling it tomorrow
     
  3. Crowdsmurf

    Crowdsmurf

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    Aug 13, 2012
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    Hey Dhaiku,

    Vey impressed with your work; i'll try working on that blacksmith when i got some time ;)
     
  4. hannes-dev

    hannes-dev

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    i can pick up items
    and added a equip inventory,
    also made filters for the skillbar, inventory, and equip inventory
    (already had filters, but they were strings, and didn't support more slots/bars)
    so made enums instead, more speed and still easy to see what is allowed where
    also made it so that its easy to add more slots or bars
    like for merchants, stash ...
    added gold, goldspawn monster on death, and pick up gold when clicked
    added a few random factors for the items
    added empty item functions (get activated when clicked, added to inventory , and used when click in inventory)
    they in a virtual class
    each item extends that class and that way i can easyly acces these 3 functions through my collider
     
  5. Rebel-Twins

    Rebel-Twins

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    Jul 19, 2012
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    Wow, amazing work! stylish!!!
    Congrats! :D
     
  6. blaze

    blaze

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    Dec 21, 2011
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    Can you show a webplayer?
     
  7. hannes-dev

    hannes-dev

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    when i have decent gameplay
    now a lot of things already work, but it's not yet fun, or really playable
    there is only 1 monster
    there aren't even skills yet

    update:
    ditched the camera zoom for now,
    it didn't work exact like i wanter
    commented it, gonna work on it later, it's not an important thing
     
    Last edited: Aug 17, 2012
  8. blaze

    blaze

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    Dec 21, 2011
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    Can you share the click to move script? I want to see how do you done this.
     
  9. UnlimitedEdition

    UnlimitedEdition

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    Firstly, this game's style looks amazing, also you are making very speedy progress on it. You are doing a very good job. To answer your question, it would probably not take up anything more than a couple bytes so, the difference would be minuscule. I don't know how unity handles it but assuming they aren't complete bozos (which they aren't :)) it won't make much of a difference, if any, if you make the name a little bit longer.
     
  10. hannes-dev

    hannes-dev

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    i fixed a rotation problem with more then 1 enemy
    found this when placing 2-3 enemys
    every monster, and the player started to rotate random
    decreasing the rotation speed fixed this

    have been trying to fix something for like the whole day
    but in vain ...

    my motormanager script slows the game down
    (this is the script every unit has, the player also has one)
    the game runs at 80-100 fps
    but when the enemys start attacking the player it slows down, the more enemys, the lower the fps
    4 enemys has a fps of 50
    and 8-10 enemy has a fps of 6-15
    the game is playable
    but it's still a bad thing
    i wish i knew more about programming
    the script is already huge, so reading and understanding everything is a lot of work
    i found out what it's not, and what can prevent it

    it's not the animation, raycast, my own gravity, or the rotation
    when the player comes close
    the enemy becomes aggressive
    when he is aggressive, he sets a few things in the motor manager script
    which slow the fps
    so when you stay out of range , the fps stays normal
    also when you dont set delayskill on true
    he slows less (instead of 6-9fps, it's 20-25fps)
    delayskill executes all the skill stuff
    so i thought, maybe it's the animations executing the whole time
    since those are baked
    but no, disabling those doesn't help
    and then i should also get slow fps when they are in idle, out of range
    so it's not that
    putting some kind of timer on the motor manager helps increasign the fps
    like only run every 10 frames
    but then they start to move jerky
    so that isn't a solution either

    when i have 1 enemy only
    moving to me, the fps is 50
    when he is attacking me
    the fps is 80
    when i am not within range its 110

    ----------------

    aaah
    found it by accident
    it was the debug.log and print command
    for every monster i printer about 7-10 things every update when in range
    found out that lagged like helle when i was debugging my hero his animation
    woohoo a smooth 50-70 fps when surrounded with enemys now

    also fixed the hero his animation
    now he doesn't freeze when he stops walking
    mobs drop gold, give exp, die
    very basic gameplay now :D

    so whats next
    i'll wait till tomorrow, really tired now
     
    Last edited: Aug 18, 2012
  11. blaze

    blaze

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    Dec 21, 2011
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    211
    Are you using IFs or Switch Case?

    Are you using a FSM?
     
  12. hannes-dev

    hannes-dev

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    Last edited: Aug 19, 2012
  13. blacknirvana

    blacknirvana

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    Look great, love the graphics!
     
  14. hannes-dev

    hannes-dev

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    Last edited: Aug 20, 2012
  15. blaze

    blaze

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    Just bought a Bamboo Create CTH670L. I hope that in monday it arrives.
    Then, I'm waiting for a tutorial to show us your awesome technics of painting textures.

    There is some hope?
     
  16. hannes-dev

    hannes-dev

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    Hey everyone
    sorry for the lack of updates
    I have programmed every night, but there is almost no visual improvement
    I hope to make a few big updates this weekend

    Added exp sp orbs
    added items that can be picked up in your inventory
    changed the inventory class a bit
    changed the UI so it can scale resolutions correctly

    have been really busy with my job, already did 2 of the 3 weeks, so 1 week left, and then i have lots of time to work on the game :)
    you'll have to wait a bit for the vid, i plan to first get the skills and items working
    so it can take a little longer
    the next 3d thing will probably be a crab monster
    and i'll make it from concept to 3d to rig to animation to unity (already got a small sketch)

    a few people contacted me to help with the sounds, thank you everybody
    it's a bit chaotic now
    so i'll try to coordinate the team so everyone knows what he has to do
    also for the moment i have like only 2 animated characters
    never thought i would get this much response :)

    i'll keep you updated
     
  17. hannes-dev

    hannes-dev

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    fixed golddrop
    added item ranks, magicfind , and different mesh support for items
    also recieved the first piece of music
    it's awsome
     
  18. hannes-dev

    hannes-dev

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    items have a chance to drop now when mobs die
    also if a item drops it chooses random wich type it is
    you can pick them up, and move them around in the inventory
    items and gold drop in a radius instead of all on the same spot
    added gold sound
    added music

    added description window displaying the stats etc for the items in the inventory when the mousepointer is over the icon

    added working potions,
    mobs now have a chance to drop hp or mp pots
    they are placed in inventory when clicked
    and when clicked in the inventory, they are used
    hp and mp are healed, not instantly but over time
    every pot has a x healamount, over x seconds
    when using more then 1 pot at the same time
    you add the healamount to the previous healamount,
    and time added with other pots time
    this way it's possible to stack pots, to restore all your hp
    but it wont be insta so this way you can still die when you are outnumbered

    (no worry , I'll probably add instapots to)
     
    Last edited: Aug 26, 2012
  19. fano_linux

    fano_linux

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    just PM you
     
    Last edited: Aug 26, 2012
  20. hannes-dev

    hannes-dev

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    answered your PM
    hope you'll join
     
  21. hannes-dev

    hannes-dev

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    $gui2.JPG
    new GUI
    what you think?
    around the hp and mp orb are 2 circular loading bars (skill points and berserk)
    think i'll make it smaller, rather big now
    $gui2b.jpg

    more info:
    everytime you kill something, you have a smal chance for a
    berserk piece, when round berserk loadbar is full you can go berserk
    (= more dmg and speed, maybe less defense or hp loss)

    hp : health

    buffs and statuses, here come the icons for the current status (ex freeze, posion, speed increase)

    skillslots 123 and mouse: you can place skills in here

    menus buttons, inventory quest map ...

    expbar: exp needed till next level

    skillbar: skill exp needed till next skillpoint

    mp: energy for skills

    skill and level are seperate, this way you can if you want get more skills but then you will level slower
    basicly: if yo uwant to level fast: you will need to max your skills when you can,
    if you wait and you take several low level skills, you will get more skill exp but less lvl exp
    this gives the user way more possibilities but it’s at a cost (since there will be a penalty ofcourse)
    so you can specialise in 1 thing, and lvl fast, or take a bit of everything but lvl slower
     
    Last edited: Sep 3, 2012
  22. hannes-dev

    hannes-dev

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    Last edited: Sep 2, 2012
  23. Chris Aoki

    Chris Aoki

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    Gee I wonder where you got the idea for that gui?

     
  24. hannes-dev

    hannes-dev

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    well while youre at it,
    might as well add some others



    i think that this has been used so much since d2
    anyway i 'll still have to see how it looks once everything is together, but i think i'll go in that direction
    and yes diablo has a big influence on me, 2 way more then 3
    I once asked my teacher, do you have some tips for creating a hack and slash game
    his answer was : 'diablo'
    and i also was addicted to that game as a kid,
    so you might find more of the influences
    anyway thx for pointing out, i'll try to make it a little more original
    (but i got buffs and berserk skillpoint bars :p )

    edit: for a moment i was like WTF
    dropbox deleted all my source files
    lucky enough there is a very recent backup on dropbox
    so from now on i'll make an extra backup on my pc
    thought for a moment i lost the whole project
     
    Last edited: Sep 2, 2012
  25. hellraizerhhh

    hellraizerhhh

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    Your texturing skills make me so jealous :( I wish I could texture like that or find someone with that level to hire heh
     
  26. hannes-dev

    hannes-dev

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    thank you, feel free to hire me once this project is over^^
    but then i'll probably be busy with school

    about the game:
    has been a long time since i posted
    got the basics down for the skills
    i have 1 working skill now
    updated the webplayer
    press 3 to use the skill
    animation , sound , ... is not yet done
    also the direction is always the same now
    (note that picking up gold might get you stuck now
    have to change something to the pickup skill
    since i changed the basic use class)

    got a few new awsome people in the team
    thank you everyone for your help
    lets make this game as good as we can!
     
  27. mrmarooca

    mrmarooca

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    Sep 9, 2012
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    This looks very good!
     
  28. hannes-dev

    hannes-dev

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    webplayer updated
    press 3 to use the new skill
    press t to see all skills currently in the game (not much)
    slow mo skill for testing purpose
     
  29. Woj_Gabel_FertileSky

    Woj_Gabel_FertileSky

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    Your textures are great! Who did them ? Oh, nmd, its you :)
     
    Last edited: Sep 9, 2012
  30. Micah_Rogers

    Micah_Rogers

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    He did... I can't wait to see more!

    Keep up the good work!
     
  31. hannes-dev

    hannes-dev

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    Last edited: Sep 11, 2012
  32. SynthOverseer

    SynthOverseer

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    A programmer that knows to draw like you do it's a gamedev gem in my opinion. Amazing! Simply amazing!! You my friend are a "one man army". I am very curious about the outcome of this Torchlight inspired game of yours. Seems like you know what you're doing with this one...
     
  33. Ayrik

    Ayrik

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    Aug 31, 2008
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    Impressive project. The web player feels pretty good, but, why are the textures half-rezzed (or worse)?
     
  34. hannes-dev

    hannes-dev

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    wrong export setting
    my mistake
    will be fixed when i up the new version

    edit
    new version upped
     
    Last edited: Sep 11, 2012
  35. hannes-dev

    hannes-dev

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    added stats, resistance, and basic shrines
     
  36. hannes-dev

    hannes-dev

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    added equip item display hide
    some items can only go in their own slot ( i ll wait with the other items untill i have a mesh or texture )
    added a new shader to combine textures (clothes ) on the hero
    please tell me if the player is purple on your computer,
    there is a chance that this shader wont work on all computers

    https://dl.dropbox.com/u/16868854/WebPlayer/WebPlayer.html
     
  37. hannes-dev

    hannes-dev

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    added texture display hide
    an item can now add to the body texture
    this is handy for things like shirts
     
  38. hannes-dev

    hannes-dev

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    got the item stats, char stats, etc all working now
    you can add str when you have free statpoints
    alls the stats of the items are (seperate) added to your stats
    every dmg is calculated seperate
    (fire cold posion ...)

    to do: dmg and def calculation
    decide how you choose a skill, and implement the skill tree system
    buffs

    after that i got everything and just have to make it look good, and create a cool lvl
    i'll wait with the map for now, and the quests etc
     
  39. hannes-dev

    hannes-dev

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  40. hannes-dev

    hannes-dev

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    $10.JPG
    new UI
    atm i use the same screen for the character window and the inventory window
    just to see the colors etc
    so the statscreen looks a but weird for now

    also upped a new webplayer
    you can equip items , they r on the ground, no icons yet so try all the slots
    there are also dummy weapons that dont do anything visible
     
  41. hannes-dev

    hannes-dev

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    Hello everyone
    i ve been coding for quite a while
    and i got most things working
    so i can start to create content again

    also, my school started again today
    and we have a new course this year
    game graphics
    here we will learn to handpaint textures
    i'll post these here if i might use them in my game
    these are from in the class
    they are a bit raw since we didnt had a lot of time:




    here are a few i tried at home
    this one is a pattern test

    material test

    longer material study
    quite happy about this one ,took me about 3 times longer then the one above
     
  42. Mauri

    Mauri

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  43. blaze

    blaze

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    You're very lucky to be able to take a course of this type. Here in Hell doesnt exists this type of class.
    All you learn about games and game art need to be learned by yourself.

    I'm still waiting for some tutorial from you, to learn to do this awesome textures.
    My Bamboo Create is here in the desktop, but I had no time to seek for texture handpaint tutorials.

    I liked very much the new textures. How do you do to it combine in the borders when they are used one side other?
    Dont need a big tutorial, just some tips and tricks.
     
  44. Girard

    Girard

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    Sep 29, 2012
    Posts:
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    Yeah an art tutorial by you would be awesome :) I'm really dig the art style you're going with. Keep up the good work.
     
  45. hannes-dev

    hannes-dev

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    had the pleasure to play torchlight 2 for a few hours
    and i must say those textures look awsome
    still got a long way to go

    heres a another ground texture
    they always end up looking more "rocklike" then i want



    in the end you have to learn it yourself
    the school just gives you an assignement : paint 3 ground tiles
    you have to figure out yourself how to do it
    just practise practise practise

    few tips: dont use to much contrast, but do use it
    start in black and white , and add color later
    try to variate your colors/hue
    use reference
    if you have a lot of trouble with colors, colorpick from a photo
    but try not to since then you train at the same time your feel for color
     
  46. tylernocks

    tylernocks

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    WOW!!! this is some amazing art here... I love it
     
  47. hannes-dev

    hannes-dev

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    $viewportCanvas.jpg

    this is how i start with handpainted textures in 3ds max
    this is also possible in most other 3d programs

    when i did not knew this feature
    i just used photoshop to block out colors
    when you are happy with the blockout
    you can start adding details

    for creating tiled textures, start out in the middle, and use the offset filter
    or if you use a 3d program, place several planes next each other
    give them the same uv and material

    i will post more tips soon
    and paint on those planes

    ----------------------------------------------------------
    also: if you are interested to be a betatester when the game goes in beta
    send an email to hannesdelbeke@hotmail.com

    title: beta tester

    name: your name or nickname
    email : so i can contact you when the beta comes out
    optional : unity forum name (if you dont have an e-mail)

    i will also post it on this topic when the game goes in beta
    so it's not necessary to email me,
    it's just for yourself so you 'll get a notifiaction

    I don't know when the beta will be, so don't ask me
     
    Last edited: Oct 3, 2012
  48. blaze

    blaze

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    What program is it? Blender?

    And, what about the ground textures? You paint in Photoshop? How do you config to reach the junction in the tiled textures?
     
  49. hannes-dev

    hannes-dev

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    i make a quick colorblockout
    and manage my materials (rename them, correct asset tracking ...)
    this takes about 30 minutes
    i take a printscreen, create some hue variations in photshop
    and start painting over them
    this took about 3.5 hour
    i'm still learning so it goes a little slow but the more you do this, the faster you get
    most of the time its better to first create a little painting,
    because then you have a general idea what direction your taking
    if something doesnt work, you can just look at your painting and say, hey i should change that
    and in the long run it often saves a lot of time and problems

    the colorvariations are the flat ones on top
    then i painted over those
    that are the other ones

    $paint.jpg
     
  50. hannes-dev

    hannes-dev

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