Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We are updating our Terms of Service for all Unity subscription plans, effective October 13, 2022, to create a more streamlined, user-friendly set of terms. Please review them here: unity.com/legal/terms-of-service.
    Dismiss Notice
  3. Have a look at our Games Focus blog post series which will show what Unity is doing for all game developers – now, next year, and in the future.
    Dismiss Notice

Games Infinitum - The Discovery, an open world science fiction adventure.

Discussion in 'Works In Progress - Archive' started by LSpring, May 16, 2020.

  1. LSpring

    LSpring

    Joined:
    Nov 12, 2014
    Posts:
    61
    Hello everyone. Thought I would share some screen shots from the development of a fairly ambitious Windows PC project that I'm working on.

    I just wrapped up this first demo phase and started doing some screen captures that represent exactly one month of work, starting from a blank project. This is just the beginning, but hopefully you can see where I'm going with this from the images.

    The main thrust of this phase was to get a demo that captures much of the intended look and feel of the game in playable form for still and video captures.

    Of course, I will be updating this thread as I progress with development.

    Cheers.

    Infinitum_Discovery_01.jpg
    Infinitum_Discovery_03.jpg
    Infinitum_Discovery_13.jpg
    Infinitum_Discovery_14.jpg
    Infinitum_Discovery_22.jpg
     
  2. unit_dev123

    unit_dev123

    Joined:
    Feb 10, 2020
    Posts:
    990
    looks very cool start, are you baking the gi at moment and using something called microsplat or lux shader for vertex displacement when man walks?
     
  3. LSpring

    LSpring

    Joined:
    Nov 12, 2014
    Posts:
    61
    All lighting is real-time, for various reasons including dynamic time of day changes and shifting atmosphere types as a part of gameplay. I do use reflection probes quite a bit, but I control many through a custom script designed to optimize performance based on camera visibility, proximity, and detected lighting/environment changes.

    I’m not using microsplat or lux. I have a mix of my own custom terrain shader and some other layered elements combined to give me the visuals I like. I’m going for a blend of realism with a hint of “concept art” look.

    I’ve been using simple placeholder visuals for leaving footsteps behind in the sand, but I’m working on an additional layer of dynamic sand effects, so the next update will support objects (including feet) colliding with and shifting that layer.
     
unityunity