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Games Smash-like "Untitled"

Discussion in 'Works In Progress - Archive' started by owlhowell, Oct 17, 2019.

  1. owlhowell

    owlhowell

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    Hey!
    We have spent the past couple of weeks creating a prototype of our first multiplayer game in Unity. This project will be a test for us so we can learn how local multiplayer is handled inside of Unity.

    The game itself will be a Smash-like knock your opponent off the stage to win type game. You will battle against other giant robots in a fight to the death!

    I do all of the 3d work while my teammate does the programming.

    Here is the bare bones of getting two controllers up and running with movement and jumping.


    This was our initial robot character modeled in zbrush.


    Gif will not play like usual... weird
     

    Attached Files:

    Last edited: Oct 17, 2019
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  2. owlhowell

    owlhowell

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    The rigging has begun! I am not a technical artist so this will be a learning process for me. I will just use groups in the hierarchy for the top of the robot, and bones in the legs.

    Speaking of the legs... I have adjusted the design to make it where the hydraulics look like they actually work.
     
  3. owlhowell

    owlhowell

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    His name is officially Rigby. I really wanted this guy to have some emotion on his face so I added an aperture. This will add some life to him!
     
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  4. owlhowell

    owlhowell

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    Our awesome programmer making progress! Camera position and zoom calculated by center-point of all players on-screen.
     
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  5. owlhowell

    owlhowell

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    Rigby is finally rigged! It's not perfect but not bad for a sculptor!
    The hydraulics look as though they are working.
    Several handy controls for animating this little dude.
     
  6. owlhowell

    owlhowell

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    Teammate Walker working on the laser with Shader Graph
     
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  7. owlhowell

    owlhowell

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    Percentages are tracked and knockback amount is based on percentage. Also multi-player with different color materials to identify them. Stocks are also tracked. And there is some UI to see all of it.
     
  8. owlhowell

    owlhowell

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    Here is the initial wip walk cycle.
     
  9. owlhowell

    owlhowell

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    Adjusted the feet to feel more natural.
     
  10. owlhowell

    owlhowell

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    Progress went well over the weekend! We got Rigby into Unity as well as some of his animations. Background assets were made by my son so most of this is placeholder environment.

    Playing with destructible walls.

    Speaking of animations... What is the typical animation workflow? How can I add animations in Maya and get them back into Unity without importing in new geometry? I want to keep what we have, but add on to it without stating from scratch in Unity.
     
  11. owlhowell

    owlhowell

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    Still placeholder assets and textures... just a little less so.
    Added a little dust kick up for the dash
    Background is a little less blinding
    Added some more post effecs
     
    Last edited: Oct 24, 2019
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  12. warthos3399

    warthos3399

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    Nice work bro :)
     
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  13. owlhowell

    owlhowell

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    Thanks!
     
  14. owlhowell

    owlhowell

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    Adjusted the map to have 3 levels to allow for more vertical movement.
    Main supports of building cannot be broken
    Ground pound feature implemented. We would like to make it where the ground does not instantly break, but crack more and more before breaking.
    Playing with 4 players is a blast already!
     
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  15. steve-thud

    steve-thud

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    It's really nice to see so many of the steps along the way of you making this game. It must be great to look back and see all the work that's been done already!
     
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  16. kdgalla

    kdgalla

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    I'm just curious, owlhowell. What did you use to fragment the walls and floor? Did you do it in Maya, or was it some sort of Unity add-on? I assume the broken pieces are created ahead-of-time?
     
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  17. owlhowell

    owlhowell

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    @steve-thud Thank you very much! I like to include as many steps as possible on this forum to encourage others. Some people don't realize that great games are not made overnight. Most have humble beginnings. As you mentioned, it's nice to look back and see were we have came from, which helps direct where we are headed.
     
  18. owlhowell

    owlhowell

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    @kdgalla Yep, it's a simple shatter in Maya that's made ahead of time. Honestly, it's not the best approach but incredibly quick for testing purposes.
     
  19. owlhowell

    owlhowell

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    Update on the ground pound damage effect. Cracks slowly start to form and destruction is not instant.
     
  20. ZhavShaw

    ZhavShaw

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    Hey, I actually did something similar for a 2 day game jam. With a full combat system, ledge grabs, dodges, etc etc.
    If you need any help, ping me!

     
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  21. owlhowell

    owlhowell

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    @ZhavShaw You did that in 2 days? Awesome! I'll will definitely reach out when we need help. Thank you!