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Discussion in 'Works In Progress - Archive' started by eskovas, Jul 12, 2011.
Awesome mate, waiting for more gameplay videos ^^
Well, since this jumped to a new page, i'll post it again
Giving a little update:
I'm finally a steamworks developer, meaning i can finally implement steamworks functionality in No Heroes,
I've been learning the API and been implementing authentication and other things. Login is automatic ( no need to login manually ) and registration only requires a valid username. It will be really easy to get into No Heroes.
Everything is now going great and soon i'll finally go back to the actual multiplayer networking, servers, gameplay ( Gameplay will receive a major overhaul ) and other things.
I'll post more updates when things are more advanced.
Thanks for the support
Well, that looks awesome! I love the destructions you've implemented!
Early look at the new, and hopefully final, Menu redesign.
Hope you like the new style
This is the Main Menu:
This is the Server Browser:
In case you want to compare the new menu to the old menu, here's the old server browser
Is it based on the CS Global offensive menu? Excellent work by the way.
No. I see many people saying that, but when i went to see how the CS GO menu was, i think it's really different...
Here's an updated version of the Server Browser menu:
Looks very neat eskovas
Can you move the global, favorites and history across to the left a couple of pixels (so it lines up with the panel with sll the servers)
Just ocd you know
Looks awesome man, keep up the good job
I think its made like that to show that its tabs you can click, aligning them would make it slightly less obvious that its that they are tabs.
That UI is fantastic.
Many new things have been done recently,
I'll describe what new things have been added and what will be added in the future before the next video update:
- Brand new Menu with a completely different design,
- Implementation with Steamworks,
- Authentication, Login and Registeration working properly,
- Friends List in-menu,
- Every user information is retrievable from the Database ( using a proxy like the Lobby Server or a Game Server, using temporary variables to locally store the user's information to avoid accessing the Database too much ),
- Server Browser working properly,
- New Graphics Options,
- Each user has 4 loadouts and each one is customizable,
- Loadout save to the database working properly.
To be added until the next video update ( no gameplay ):
- New Weapon Customization,
- Visual Player Customization,
- Unlock Menu,
- Unlocking System
The new menu looks REALLY good! I have to admit, I am greatly envious of your game. Couple of questions though. Have you decided on anything to do with the Alpha? I would really like to be an Alpha tester. Another thing, What are the requirements for this? I am just a little worried that my Laptop wont be able to stand the pure awesomeness of it.
Keep up the great work!
Here's a sneak peek at the new weapon customization Menu:
Still work in progress
I've also been doing some quality test videos on Youtube (using the same footage from update #44), since i've never been able to get good video quality there...
Here's the first one:
(Open images in a new tab to see every detail)
You can see here a comparison between Update #44 video and this quality test video:
As you can see, the quality is much higher, but still not good... You can see much more difference with the videos in motion.
Here's an image from the source file:
Here's one more Quality Test video i made, this time during night time:
The whole point of this is for people to find the game more appealing with better video quality
no-one likes to see bad quality videos.
And yes, those images are ALL at 1080p
in the video. u say u have a better terrain solution. what do u use to make those rock decals. what terrain solution dd u go for? and from what? am making an fps but this looks light yrs ahead
Check out the new scope effect i'm making.
Vast improvement over the old one.
I'm using RTP for the terrain.
@DLG, where do you get the sounds from for firing, shooting, the character and ambients from? Do you make them yourself or do you download / buy them from somewhere?
Finally have time to get back to game dev again
Here's the latest:
You can also move your head while aiming:
I'm currently working on creating everything related to weapons ( scripting ) and am also working on the customization menu.
After this, a new video update will be released
PS: in case you missed it, check out the new scope effect in No Heroes:
It's professionnaly quality
One thing only i don't like is the pine trees, polygons planes are too abvious.
There is osme ways to make it look less polygonal and more realistic :
Also will it be some graphic options to bring up more contrast ?
Very nice, loving the feeling of depth it offers.
i love the terrain and detail textures. you're amazing and inspirational. i want to add networking to my game. since its similar to yours in a way, what pointers can you give me to get me up and started with multiplayer?
I don't usually make two posts in two days, but oh well
Hm, looks alright. Not quite sure about the grip on that gun. Looks uncomfortable.
Yeah, it's too blocky. Good thing 3D characters don't feel anything
This ( and every ) model and texture is really old though. I'll be remaking them all when i get back to making 3D assets again for the game.
Right now i'm heavily focused on programming it right and making everything work
From concept to reality.
The customization menu is nearly complete (only a few things need some work), with also the new weapon and attachment system working perfectly.
Skins are also already implemented.
I also have the new unlocking system planned, and will be implementing it very soon. After that, a new Video Update will be made
Like like like ! This is awesome i like a lot the scope effect you posted, good luck sir!
This may have been asked by someone earlier in the thread, but how do you plan to monetize this if it's FtP?
From what I remember from facebook I think that there would be in game purchases for cosmetic items only, I think he also looked into ads (even though that's not usual in desktop platforms)
Thanks for the support
I'll give details soon.
There won't be any Micro-transactions or ads in No Heroes.
Fixed the normals on every weapon and attachment that doesn't have a normal map ( i used to use automatic edge split in blender ).
I also updated the specular maps of every one of them.
Here's an image comparing how it was in the last video update, and how it is now ( top: before, bottom: now) :
The sun is +- at the same position
The difference is also more noticeable on other guns and attachments.
Also note that every weapon and attachment was made a really long time ago and their quality quite poor considering what i want to achieve.
On a side note, so many things have improved since the video update #44 ( both visualy and gameplay ) that i might also do a video showing a side by side comparison.
In regards to Unity 5 Beta, i'm holding off on updating to it because i'm working on the scripting part of the game, so i don't need anything from Unity 5 right now. I've also seen that many people are reporting a lot of bugs, and probably most of the assets i have from the asset store would break, so i'll wait for one or more patches until everything is more stable.
First look at an early version of the Unlocking System.
( Watch in the highest resolution possible to see the details )
I've been completing the Customization Menu, and now i've been working on the Unlocking System. This system was made from the ground up and changed a few times until this one.
The system is still not complete, but i'm confident it will soon. and after that, the new video update will be made.
I'm also still deciding if there is too much information at the same time on the unlocking system menu and if i need to decrease it a bit
I've remade by hand the UI images of the weapons and also made the UI images of all the attachments by hand.
Here's how the unlocking system will work for ATTACHMENTS and SKINS:
- Each weapon will have separate unlocking stats ( kills, headshots, etc ),
- Unlocking functions as a tree-based system. This gives more freedom of what the player wants to unlock while also giving longevity;
- During matches, the player will earn points for kills, headshots, etc, and with these points, the player will be able to unlock new attachments / skins;
- When the player unlocks an item, the required points to unlock the item will be deducted from the weapon's unlocking stats.
- The player won't earn more unlocking points than the player needs to unlock the rest of the items. This will ensure that when new items are added to the game, these are not unlocked instantly.
- Skins will be unlocked a bit differently. I'll share more details about this soon.
Unlocking Weapons and Gear will function similarly to how unlocking attachments and skins work, but using wins and score on certain game modes, etc.
Remember that while this is where the unlocking system is going, it's still not final and things may change.
If you have feedback or a question, then post a comment below.
The unlocking tree looks really good! I seriously cant wait to try it out. One question I've been meaning to ask is do you have any idea on the system requirements? I want to make sure I'm not getting my hopes up for a game I cant play for a while.
System requirements are still not set, as the game will be changing drastically soon ( in terms of visuals and gameplay ). But i'm hoping to make it accessible to as many people as possible.
Thanks for the support
About your camouflage unlocking, it should be unlocked based on the headshots. just a though
Still looking great! I remember watching the very first video!
Also, this is the 1135th post in the thread!
Wow... This is amazing! Can't wait till it's out!
The new scope effect is sick man, looks just like real lens distortion.
Thanks for the comments
Just posted a new video on Youtube testing out the 60FPS feature! check it out (still having problems with the bitrate stuff though...):
Looks neat! 60FPS is nice for a video. Also, just wondering(And I do follow your YT, and I think you are), you're a one man team right?
afaik, thats correct
"As far as I know, that is correct."
Oh okay, lol. Thanks.
Like they said, yes, i am the only developer making this game
I am using some great assets to speed up development and make the game look good.
These are all the assets i'm currently using in No Heroes:
Lux, RTP, Suimono, EnvironmentGator, Bolt, NGUI, Amplify Color, DynamoDB Helper and NaturalBloom.
Except for the real-life textures, i literally made everything else
( Using those assets probably saved me about 5-10+ years of development and i could have never done it better than they did )
In other news,
With the recent Unlocking System final decision, i've been changing A LOT of things in my code and database ( i assure you it's the final time i'm doing that. I hope )
I've also decreased average accesses to the database by 70%-90%.
Still have a lot of code to do, re-do and test, so it might take some more time until i get to make the new video update.
In the meantime, here's an image just to remind how the game was back in the early days
And how it is now ( 5 month old image ):
With that in mind, what does the game look like in the worst graphic settings? Have you benchmarked that yet?
eskovas, your work looks better than Battlefield...
Of course it does, because he's using a real game engine unlike Battlefield. xD
Guys you cant really compare to the quality battlefield has (ignore the shaky first year of number 4)
Frostbite man. but still this is awesome and amazing for a one guy team.
Unity is way better and more extensive; and even if Frostbite looks better and maybe has some cool things, all of the BF games are over and over again, either a new plot, or just improved graphics. They really haven't done anything with there game. And, it's like $80 for there new one, BF Hardline. Way over priced.
But we are going off topic, so I guess we can go talk about this somewhere else if we want to continue.