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Small WIPs that do not need their own thread (2012)

Discussion in 'Works In Progress - Archive' started by cupsster, Jan 2, 2012.

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  1. janpec

    janpec

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    Leopard, rigging-wip.


     
  2. UnknownProfile

    UnknownProfile

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    Very nice looking leopard
     
  3. AndrewGrayGames

    AndrewGrayGames

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    Didn't work as much on the game this weekend as I'd planned - I'm working on a quasi-database system to hold game data such that it's reusable and requires less coding of data directly onto prefabs...

    But the more fun change is that I've been porting more of my proven GUI systems from UnityScript to C#, and making some improvements in the process both technically and aesthetically. Take for instance, the work I've done on my tooltip system...

    I'm also adding two moves to each hero that can be used regardless of what phase they're in. Mostly, these are useful cooldowns for in-combat resource regen, as well as defensive cooldowns or aggro dumps. On top of that, I've eliminated the Phase Shift GUI altogether, as that functionality will be included on the Command interface, and echoed on the Hero Stat interface.
     

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  4. dogzerx2

    dogzerx2

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    Great texturing! Looks alive!
     
  5. kingcharizard

    kingcharizard

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    A little TopDownShooter I've been working on.. Not much but it will be soon hopefully it'll be fun

     
    Last edited: May 21, 2012
  6. ficho

    ficho

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    Working on a project, any critics are welcome :D!
     
  7. KelsoMRK

    KelsoMRK

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    Finally got a small video together to show my per-pixel texture painting system.

     
  8. AndrewGrayGames

    AndrewGrayGames

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    In the attached screenshot, I tried to apply some of the Android design principles to my GUI art, namely solid shapes, and thick strokes, with all things having a tilt to add a sense of depth to the user's perception. I think it works well...just could use some C&C.
     

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  9. ALTUVE3D

    ALTUVE3D

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    @Welby Thanks for your reply, if it looks ghetto or not i still can´t tell since im still learning programing.. To tell you the truth that code looks sexy hahahahah!!

    Im gonna give it try tonight.
    Thanks.
     
  10. Mau

    Mau

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  11. Adam-Buckner

    Adam-Buckner

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    ALTUVE3D, Welby: Don't forget the Mathf class and Mathf.Clamp:

    http://unity3d.com/support/documentation/ScriptReference/Mathf.html
    http://unity3d.com/support/documentation/ScriptReference/Mathf.Clamp.html

    This way you can do things like the code below from a top down shooter example I'm using in the "Unity Basics" class I'm teaching:

    Code (csharp):
    1. var speed : float;
    2. var xBounds : float;
    3. var zBounds : float;
    4.  
    5. private var moveHorizontal : float;
    6. private var moveVertical : float;
    7.  
    8. function Update () {
    9.     moveHorizontal = Input.GetAxis ("Horizontal") * speed * Time.deltaTime;
    10.     moveVertical = Input.GetAxis ("Vertical") * speed * Time.deltaTime;
    11.    
    12.     transform.Translate (movement, Space.World);
    13.  
    14.     transform.position.x = Mathf.Clamp (transform.position.x, -xBounds, xBounds);
    15.     transform.position.z = Mathf.Clamp (transform.position.z, -zBounds, zBounds);
    16.  
    17. }
     
  12. holyjewsus

    holyjewsus

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  13. holyjewsus

    holyjewsus

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    cool, you needed pro for this to render to texture?
     
  14. holyjewsus

    holyjewsus

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    Obviously playing too much diablo now
     
  15. Mau

    Mau

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    thanks! we put quite some effort in the style development. (been workin' on the style for 6 months now. So now we have to hurry to finish the game though :D
     
  16. KelsoMRK

    KelsoMRK

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    Nope - using Unity Free. No Render Texture in this system. :)
     
  17. AndrewGrayGames

    AndrewGrayGames

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    Let me guess - you are in the beta for Diablo III?
     
  18. welby

    welby

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    Come to NY and teach!

    I'd sign up :p

    ==============

    I just thought my resource folder looked cool all together so I took a pic..and there are sub-folders not seen too, and this is not a big game!



    let's see more!


    /cheers

    -Welby
     
  19. HolBol

    HolBol

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    Don't need to be in the beta. The game's been out a week.
     
  20. SomeGuy22

    SomeGuy22

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    Been working on a sequel to a 48 hour game -



    Check out the thread, with a trailer!

    This started in Ludum Dare, in case any of you are familiar with it. (A 48 hour game making competition. The prequel to this game won 46th place in the community category out of 891!)
     
  21. Adam-Buckner

    Adam-Buckner

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  22. virror

    virror

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  23. defjr

    defjr

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    Last edited: May 23, 2012
  24. KRGraphics

    KRGraphics

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    hey guys, taking a little break from character modeling and working on a gun, my favourite gun, the FN-P90 which my character in my game will wear as a prop... textures are very basic right now... renders taken from xNormal. The textures are 2048 but will be squeezed down to a 1024 at final render in Unity. Enjoy...

    $FN%20P90_0000_Layer%203.jpg $FN%20P90_0001_Layer%202.jpg $FN%20P90_0002_Layer%205.jpg $FN%20P90_0003_Layer%204.jpg
     
  25. janpec

    janpec

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  26. jake-gr

    jake-gr

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    Hrm... a horse that looks actually like a horse... that has NO place in games haha
     
  27. ivanzu

    ivanzu

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    He is sooo cute!!!I would kiss him in that big shiny eye!
     
  28. ashenk69

    ashenk69

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    @Welby
    Sorry for the late reply. I haven't been near my computer for a couple of days cause I have been helping my brother move.

    The fog of war as it is right now is rather brutal on the processor and memory. I haven't found a real efficient way to create a fog of war since there isn't whole lot of help for it. I have also changed the fog quite a bit sense that release. Some things I changed was the unit decision code and the rendering of each square. Instead of boxes, I have a one polygon plane that has a material that is always visible so you don't have to worry about rendering enemy units at a certain time because they will just be blacked out in the fog and you don't have to have the fog above the ground anymore.

    Jealous much...haha jk

    I didn't really upload the Webplayer to Facebook. I just created an app through facebook and then hosted a website on Heroku, linked the page as the canvas url, and then uploaded the files through Heroku. I could truthfully just link directly to the Heroku app instead.
     
    Last edited: May 24, 2012
  29. fholm

    fholm

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    You might wanna check my asset out:

    http://u3d.as/content/fholm/fog-of-war-desktop/2M4

    There's also a mobile version (Which is a lot simpler)

    http://u3d.as/content/fholm/fog-of-war-mobile/2L3
     
  30. dogzerx2

    dogzerx2

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    @Neptune_Imaging how did you do such great hard surface normals? did you chamfer all edges?
     
  31. Vashchuk

    Vashchuk

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    Did 2 quick low poly models for my game. 1 drawcall each (rigged). Hummer - 1600tris. Uh1 - 1000tris.

    $2days.jpg
     
  32. tripknotix

    tripknotix

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    Here is my newest WIP, Zombie Ops Online


    Larger Screenshot Here: http://realdefinition.net/zombieopsonline/ss2b.jpg


    Larger Screenshot Here: http://realdefinition.net/zombieopsonline/ss1b.jpg

    Zombie Ops Online early preview
    Play Here: http://realdefinition.net/zombieopsonline/

    An FPS MMO, with user authentication, database, user and weapon leveling systems, loot pickups as well as an in game shop with weapon attachments.

    Currently I'm working on an indoor mission that i hope will surprise and scare the most prepared horror fps fans, as well as PVP levels that play like Battlefield 3 and Call of Duty, the first being a port of the Future Ops 5 level.

    The game is early in development, you are a hired soldier in the future after a zombie plague has gotten loose. Your missions are to go in and recover weapons, rescue survivors, and even get paid for slaying every zombie that gets in the way of you doing your job.

    The content will be exponentially increased as you progress.
    - - - FPS Multiplayer fans can play the PVP portion of the game and still receive all of the content in the game through leveling their player, and leveling their weapons that will unlock attachments.
    - - - PVE MMO fans can play the PVE portion of the game and Find weapons by completing missions, and exploring. Additionally as you return to missions, you will be able to pick up weapons that are equivalent to your player level (if higher). Thus making it easy to level up weapons by going in with your friends and grabbing the highest level weapon pickup you can, and then still progress that weapon in PVP/PVE.

    I will open a WIP thread soon when the project is a little larger, with all of the details of the planned game-play.

    Please remember I'm just 1 person working on this game, My Resume - Robert D. Quinones
     
    Last edited: May 25, 2012
  33. KRGraphics

    KRGraphics

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    Yup... but I need to do some serious cleanup in ZBrush...
     
  34. Priske415

    Priske415

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    what Ive been doodling.
     
  35. brilliantgames

    brilliantgames

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    Looks amazing. But I see lots of polys that can be removed. :)
     
  36. KRGraphics

    KRGraphics

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    LOL true... but I am a stickler for clean topology... I will probably run a polygon reduction on the gun since it will be only a prop... I am pushing for Crysis quality (and yes I believe it can be done in Unity)... and nice sculpt Priske... keep this going...
     
  37. janpec

    janpec

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    Second texture version of horse.

     
  38. UnknownProfile

    UnknownProfile

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    You call this doodling? This is awfully good for a doodle :).
     
  39. HolBol

    HolBol

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    Been playing about with animation rendering in blender. Just watched a load of star wars movies too. Here's the result. This is my first animation render ever.

     
  40. ashenk69

    ashenk69

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    I have actually seen your assets on Youtube and the asset store before and used some of the ideas to do different things and just modified them for my needs. I have a question about your fog of war. Have you tested it with more than one unit or is it strictly designed for one player? The reason I am asking is because an RTS usually involves multiple units revealing the fog at one time.
     
  41. marcos

    marcos

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    Blender screengrab, having a play around:

     
  42. Mau

    Mau

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    Yes, we still would really like to finish free skies, but at the moment, we're working with 2 people fulltime and 3 others in their spare time, so free skies would just be too big for us at the moment, but it is definitely still in our queue :D
    It's a bit hard to develop a concept that you put so much effort into, and then simply realize, that you have to wait if you want to make it good :) but I guess that's common practice, hehe
     
  43. hellcaller

    hellcaller

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    doodling like a baws!!!
     
  44. fholm

    fholm

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    As long as you don't need line-of-sight calculations (which are expensive), and only need height based-calculations on visibility you should be fine.
     
  45. ivanzu

    ivanzu

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    WIP on the tree still lots of sculpting to do.
    $mine-render.png
     
  46. ivanzu

    ivanzu

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    Tree finished!
     
  47. UnknownProfile

    UnknownProfile

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  48. Yanneyanen

    Yanneyanen

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    Some recent work in progress gameplay. The video is a bit darker than the actual game, once again...
     
  49. ricardo_souza

    ricardo_souza

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  50. fholm

    fholm

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    Yanneyanen: Using the Unity NavMesh for path finding or some home-grown solution?
     
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