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Nimian Hunter Salvation - Open World Adventure for iPhone iPad

Discussion in 'Works In Progress - Archive' started by protopop, Aug 4, 2013.

  1. protopop

    protopop

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    RavenOfCode likes this.
  2. HellHoundOne

    HellHoundOne

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    Hi!

    I like the video! I had a question, do you know how to get the normal mapping work on Unity ios built in terrain? I am trying to make it work in my game, but so far no result.

    W.
     
  3. KheltonHeadley

    KheltonHeadley

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    Animations need alot of work, but good job!
     
  4. protopop

    protopop

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    Thank you!

    Funny you should ask about the bump mapping on unity terrain. About 1 year ago i was part of a discussion on that here: http://forum.unity3d.com/threads/148986-bumpmapped-Terrain

    I never did figure it out. Anyways yesterday I signed in and saw an old email from someone who gave me this link: http://www.youtube.com/watch?v=Qo-20P7yJc8

    I tried it yesterday but still couldn't get it to work.

    What I need is an absolutely for dummies step by step guide to getting Bump Mapping to work on Unity IOS:) If I ever figure it out Ill post it on the forum.
     
  5. protopop

    protopop

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    Thank you:) And thanks for the animation comment - every comment helps me see things with fresh eyes. I'll work to make the animations smoother.
     
  6. protopop

    protopop

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    This is my first test for a river in Nimian Hunter Salvation:



    I had a few requirements:

    • The game is on IOS so i need something that looks reasonably good but is easy on the cpu. I tested with refraction and reflection but it was too cpu heavy so it's out
    • I ended up using a semi-transparent texture, with an opaque desaturated blue gradient running through the middle of the river mesh to simulate depth in the center of the river
    • The first mesh was a flat plain but it lacked drama and the distortion you'd find in a river. I added noise to the plane and settled on one that had a mnimum amount of vertices to give the look of undulating waves without being to vertex heavy
    • I wanted to be sure i could move the river around easily if i wanted to make changes. at first i baked the rivers straight into the height map, but this made jagged riverbeds in my terrain AND it was not a good pipelineto set up if i wanted to easily change the river position - i would have to go into the heightmap each time. Instead ive used a spline with instanced rivermeshes so i can adjust it if needed. Im generally trying to follow the terrains natural curves instead of digging up the terrain by hand.
    • i faded the edges of the river mesh to reduce hard edges where the water meets the riverbank


    As always, I appreciate any feedback:)
     
  7. protopop

    protopop

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    This is my second river test. The terrain has natural riverbeds and here im practicing following the terrains natural structure with the river. I found that manually placing the river randomly can result in nice rivers, but in general its better when you workwith the curves of the terrain as your guide. Ive placed a few rocks and splashes but the final versions will have water splashing at the feet, rock rapids and splashes.

    I had to pay attention to find a system that would work on iPhone and iPad,

     
  8. protopop

    protopop

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    To help promote Nimian hunter Salvation I'm creating a free HTML5 RPG that is the larger setting for the game. this interactive map tells stories that further flesh out the world of Nimian Hunter.

    Find out more details here: https://www.facebook.com/NimianLegends

    $Nimian Legends.jpg
     
  9. protopop

    protopop

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    I've finalized my system of getting trees, textures, rivers, waterfalls and roads placed. The trees and textures are procedurally generated using the excellent Terrain Composer. Contrast is really important to the art direction of Nimian Hunter - both in scale and light. I try to make sure the landscape has a combination of wide open bright fields that give the player a sense of how small they are compared to the landscape. Other areas are more claustrophobic - gullies, trenches, forests. Here ive tried to light the terrain to emphasize the small bright patches of light that break through into these generally dark places. Although it is designed as an adventure game my area of interest is in virtual landscapes. I'm trying to craft a space that people can enjoy just exploring and admiring the views, both big and small.

    $nh3.png

    $nh2.png

    $nh1.png

    $n5.png

    $nh4.png
     
  10. protopop

    protopop

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    Nimian Hunter Salvation is now Nimian Legends BrightRidge

    I thought I'd take the opportunity to update this post. What began and one game has been split into 4 parts, with the first being an open world wilderness you're completely free to explore: Nimian Legends BrightRidge.

    Right now you can download version 1.2 here:
    https://itunes.apple.com/us/app/id885657108?mt=8

    Also I’m submitting update 1.2.1 to the app store tomorrow, hopefully it will be approved soon. I’m doing smaller but more frequent updates now as i am close to finishing the mechanics before i do the big “Quests” update. Here’s a rundown of the new features

    Photo Mode
    enter photo mode to freely move the camera and take screenshots that are saved to your iPhone or iPad’s camera roll. The screenshots in this post were taken on my iphone using this feature. I think it might make promoting the game a bit easier too if people can compose their own shots and share them



    First Person View
    You can now explore BrightRidge in first person mode. It looks pretty cool If you attack while in First Person mode your bow becomes your default weapon.

    Optimizations
    I reduced the source file size by half and fixed the 300 or so Unity warnings by removing all the obselete code. These warnings in Unity 4 became errors in unity 5 so its all part of a massive code and asset clean up that should make the game much faster over the next few updates

    River Splashes
    Now your players feet splash when walking in a river as well as walking in lakes

    Splash Screen GUI
    The splash screen options have been updated to match the rest of the game’s option screens


    Bug Fixes
    A lot of them

    I’ll post an update here as soon as/if apple approves the update. I am already working on update 1.2.2 that brings a cool new feature – portal grenades – more on that soon but it’s a cool new way to travel around BrightRidge.

    In the meantime here’s a few more screenshots taken with the new Photo Mode feature



     
  11. jkarateking

    jkarateking

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    Did you create the game on your own or did you have a small team?
    Also how long have you been learning Unity and have you got any qualifications?

    I would like to know as I am learning Unity and would like to become either an individual developer or part of a small team and would like to know how much work to put into it learning and how long it will take.

    Thanks in advance
     
    protopop likes this.
  12. protopop

    protopop

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    Happy to answer this jkarateking:)

    I've been working on the game on and off for almost 4 years. It's just me and the asset store:)

    I guess ive been playing around with unity since version 3. What really helped is I read one big thick book on how to use it, then you just brush up on new features using tutorials as you go along.

    You'd probably make more money working on a team. For some reason team budgets seem to be way higher than for solo indies like me - my budget is basically what i can afford out of my own pocket and i don't make much money.

    I put a LOT of work into this, more than i would if i was paid because it's a labor of love. My goal is to share the world and bring some joy to people for a few minutes. So the amount of work it will take depends on how passionate you are about your projects.

    Good luck with your game developent, and thanks for your questions:)
     
    jkarateking likes this.
  13. Ashment

    Ashment

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    Looks really nice. Would love to see this game get somewhere
     
    protopop likes this.
  14. jkarateking

    jkarateking

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    Thanks for answering. It is great to see people like you creating games on your own and working hard on them. I would like to try to become a developer in the future and people like you inspire me to carry on.
    Hope your time on this game paid off :) and I hope you continue to be successful
     
    protopop likes this.
  15. protopop

    protopop

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    Thank you Ashment:) so far it's doing not bad. My first iphone game sold about 60 copies in 2 years. This one has sold about 4000 in a few months so it's doing much better (it paid for my upgrade to Unity 5 and IOS 5 Pro!).

    What's really helped is that I'm regularly updating it and really listening to feedback from players who are helping me make this a better game with each update. I've also been reading about marketing and am working on a grassroots marketing plan to help spread the word. The more people who know about it the better.

    I'm very passionate about it and plan to work with it for as long as is possible - I really appreciate your kind words and encouragement. As a solo indie dev it's one of the best things I can hear:)

    Mama Bear protects her cubs in the valley by The Open Coast


     
  16. protopop

    protopop

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    Thank you, you know, in a way it's already paid off. I would do this for free if it was feasible, and I've received hundreds of comments, emails and feedback from people who have enjoyed the game and said some really great things:) Of course you never know what the future holds, but I still believe if you are passionate about something and work hard at it good things can come!
     
    jkarateking likes this.
  17. protopop

    protopop

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    BrightRidge HD version 2.0 is available now:)

    https://itunes.apple.com/us/app/nimian-legends-brightridge/id1021026309?ls=1&mt=8

    Just a cross posting - if you like BrightRidge free you might want to check this out.

    NEW
    First person view option (thank you Gingerpanderbearfreakguy)
    More detailed terrain with realistic erosion and undulation
    Interactive Map
    Orange Puffids - poisonous bulbous weeds can be cleared out with a hit
    Global fog on by default - Global fog and Distace fog density can be independently set
    Upgraded Road system to allow more flexible world design
    Forest paths
    Inn Architecture - the front stairwell
    New “Alien” Terrapin Tower in preparation for storyline
    Forest Veranda
    Arrow size UI option (for quests in v3)
    Improved combat animation - Make hit pause momentarily with Particle flash
    New Puddle system for more flexible puddles
    added terrain quality settings in options
    Fairy Circles
    Hammer for boy, wrench for girl
    added eagle spirit view
    Added FXAA3 Antialiasing in effect options
    Brightridge Flag
    New tree species - Empyrial Dashwood

    FIXED and IMPROVED
    Bloom filter causing bright white highlights
    Map moved to main options
    Hero starts embedded in ground
    Bow and arrow / first person view too low
    Touchpad doesn’t resize with resolution change
    Global fog moved to ATMOSPHERE options beside distance fog
    Separate global fog settings per time of day
    collision in water columns (thanks youtube viewers)
    Change to version 2, v3, v4 simplify
    moved touchpad option into camera options
    Faster deer and fox shapechanges
    collider on chandelier
    volumes dont affect rain and some sounds
    removed joystick in spirit view
    moved fast travel to map
    Fixed broken animal swimming
    shapechnge animal sticks animation on exiting viewdot - sometimes deer shape doesn’t switch to idle from run or walk
    Code, content and memory optimization











     
    RavenOfCode likes this.