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Games WIP Small Works Game / Programming Thread

Discussion in 'Projects In Progress' started by Tim-C, Aug 6, 2012.

  1. Serge_Billault

    Serge_Billault

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    A one-month small project that consisted in making a Guild Wars mini-game destined to the Guild Wars 2 Community. Thanks to Unity i spent only 10% of my time coding. 90% of my time have been spent learning how to use Sculptris and Blender, how to improve my amateurish modeling, how to rigg and animate.

    The community was happy, ArenaNet, not so much (it is vastly admitted in the community that it takes them an awfull lot of time to produce any content with their proprietary game engine that do not even support DX11, and do not support more than one platform - they havent suceeded to make a reliable Mac build yet).

    It all started when i made a prototype to prove that it was possible to adapt the respawn rate of monsters to players efficiency, which led me to reproduce ArenaNet conditions system as a side joke. What i did not anticipate is that thanks to the power of unity it took me only one one hour to implement this system, and an additional hour to be able to visualize it. The rest followed, along with a reproduction of their skills/skills chains and skills descriptions system, progressively transforming itself into a mini-game. I think i will have to keep a low profile with ArenaNet for a century or two.
     

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  2. SkyYurt

    SkyYurt

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    Another Boss Battle!

     
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  3. CosMan

    CosMan

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    Mar 19, 2015
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    Hello there! I've made a small Augmented Reality (A.R) project, using Unity and Vuforia platform. I scanned two cards and used them as reference for the 3d models. Basically it's a simple game where the kitten chases the mouse when it's close to it.







    i'm running this from my android phone!
    Any comments appreciated!


    I used free 3d models. Cute Kitten from Unity Asset store, and the Rat model from a free 3d models site.
     
    Last edited: Apr 27, 2017
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  4. the_Bad_Brad

    the_Bad_Brad

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    Nigh in the Desert

    I am working on a search and rescue level of my game where the player has to find a platoon stuck on a minefield.

    The enemies would be wild animals and enemy patrol

     
  5. PhobicGunner

    PhobicGunner

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    Working on cloud rendering R&D. The atmospheric scattering is based on the default skybox shader, though heavily modified. Cloud rendering is the main meat of the shader now and is primarily what I've been working on. They're raymarched psuedo-3D (I plan to make them fully 3D eventually but for now they are just part of the skybox but do appear 3D as long as the camera doesn't enter them).

    The clouds are based on the techniques outlined in a set of slides published by the Horizon: Zero Dawn team. Currently supports cumulus, cumulonimbus (not shown), and cirrus cloud layers.

    Here's a screenshot of a sunset sky. Ignore the sun and moon gradients, as they are now unused (sun color is instead calculated using rayleigh scattering). Temporal AA is also used to reduce the noise produced by the raymarching.
    Scr04.png
     
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  6. gamadgames

    gamadgames

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    Hello guys!
    I have a challenge for myself
    I will try to create every now and then a game within a week.

    If I create one week a game I will record a post-mortem/behind the scenes video!

    This week I did the second game!

    I hope it is fun to watch for some people ;)

     
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  7. addz92

    addz92

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    Hey, I've been working on a small indie project for the last year or so called ZOMBIE TEACHER and have finally got a fully working demo!
    I just launched the project on Kickstarter and would love some feedback :).
    - the trailer!

    https://www.kickstarter.com/projects/1822679167/zombie-teacher-a-platforming-adventure-with-a-twis - link to the KS page with even more info.

    It's a tough as nails adventure platformer designed in the manic play style of super meat boy and N+. I wanted to make a game that felt like a triumph when you finished it, something that not many people would be able to do. It's all about braggin' rights after all. I hope this is reflected in the demo and above all, I hope the game makes you laugh (a happy laugh, not an angry one).
     
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  8. Iqew

    Iqew

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    This is my first "game" that I can declare "complete" which I made in the first week of me learning Unity. I made it in about 5 days (3 days prototyping the movement and shooting and 2 days adding the fancy particles, UI and stuff).
     
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  9. TylerCode_

    TylerCode_

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    Small game I whipped up for a game jam

    Minimal

    Was originally going to be for the 1 hour game jam but a strange bug made me miss the deadline
     
  10. the_Bad_Brad

    the_Bad_Brad

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    Working on Crysis spin-off, Rotterdam

     
  11. dmonin

    dmonin

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  12. the_Bad_Brad

    the_Bad_Brad

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    Started working again on Lunar Mining Base

     
  13. JamesTL

    JamesTL

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    Feb 21, 2017
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    Been working on a grass shader over the last month as a learning project. Always been a big fan of graphics and wanted to improve on my shader programming skills. Grass was a perfect opportunity to implement the geometry and tessellation stages of the shader pipeline.

    I started by generating triangles on each terrain point:


    Managed to get some basic collision with a sphere working (placed at the characters feet).


    Link to a few more progress photos: https://imgur.com/a/Shn7U

    Right now you can use heightmaps to control density and length of the grass blades. The video of it in it's current state should show some of the main features.
     
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  14. the_Bad_Brad

    the_Bad_Brad

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    Working on Town of Mysteries game for G S8. I am figuring out how to make that spot light cast volume light

    S70625-231437.jpg
     
  15. Denmla

    Denmla

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    I'm making horror/survival game.Only thing left is to make level, looking for your honest opinion how my level looks so far(2/3 days of work)?
     
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  16. HolBol

    HolBol

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    Needs shadows. Everything also looks kind of flat. Ambient light seems to be up very high too.
     
  17. Denmla

    Denmla

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    Thanks for feedback ,i will fix all of that before my next "mini update"
     
  18. Denmla

    Denmla

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    Aug 22, 2014
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    I changed some things that Fishman92 told me,still far from done but i'm sharing current progress of level scene ,feel free to leave your honest opinion and suggestion on what i can do better.

     
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  19. Dag-Tholander

    Dag-Tholander

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    Jul 16, 2014
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    1.jpg 2.jpg 3.jpg Working on a UFO horror/adventure game. Right now I'm stuck on writing a good save and load system.
     
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  20. Dag-Tholander

    Dag-Tholander

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    You should lower the saturation of the skybox or adjust the fog to have the same colour as the skybox. The skybox doesnt fit right now.

    A tip is to look at reference pictures.
     
  21. Denmla

    Denmla

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    Aug 22, 2014
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    Will do.
    Btw your game look awesome,i love sci-fi games especially ones with aliens ,can you tell me little about the story of game?
     
  22. HolBol

    HolBol

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    Have you made sure to line up the sun angle with the skybox?
    And as Dag-Tholander said, bring down the skybox's saturation a bit, get the fog to match the skybox. As a general rule with outside scenes, the fog should always be skybox coloured.

    As you're going for a cloudy moonlight setting I'd set your directional light colour to be blueish, very pale, and a lowish intensity. Get your ambient colour near to a darkened version of the average skybox colour. Also remember that a night scene doesn't have to be pure dark. Throw in some things to contrast.

    That third picture, with the tower and the fire? Get those other things I suggested in, and then make sure that fire is casting light into the scene with a point light.

    This is a bit of a ramble, but with a dim, cloudy scene like this, your contrast shouldn't all come from your directional light like in a daytime scene. Aim for using things like that firelight to create contrasting areas that the player is drawn to. Think about why an 'Exit' sign is lit up in bright green, for example. Or why emergency lights flash bright blue- the grab your attention. Make sure you use those ideas to guide the player towards the functional parts of your world. If that fire is important, make it really stand out against everything else rather than just being some particles dumped into anotherwise empty scene. Fire is a very bright thing at night.

    Here's a picture that sort of illustrates my point a little(but it's much more smokey, so take that into account). It's of a forest fire, at night. What do you notice?

    12119.jpg

    That fire really pops- it's very bright while everything else is lesser in contrast. The difference between the scene brightness and the fire brightness is really high, and it draws your attention right to it. Even the small spot on the left catches your eye as a secondary point of interest. Imagine this in a game: where would the player intuitively go first? I'd basically guarantee they'd go to that big fire first, and the little one afterwards. I hope you see what I mean here.

    Another thing lighting wise- the houses in your first picture. What about some lights in the windows? Or some streetlights, stoplights? Anything to make an area pop out at you as the player.

    Finally, the last thing I noticed is lack of clutter. A couple of those shots make the world seem very barren of anything- like the very flat repeating texture on the terrain. Throw in even more bushes, rocks and things to create detail in the areas.

    So TL;DR
    Desaturate skybox
    Change Fog Colour
    Tweak Lighting
    Use the fire to create contrast to make the scene interesting.
    Add some details!

    Hope that helps.
     
  23. Dag-Tholander

    Dag-Tholander

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    Thank you! The story isn't that exciting, your friend dissappears when camping and you wake up in the middle of the night to the sound of your radio going crazy. You get abducted and wake up on a operating table. You attemt to flee but get caught and imprisoned with your friend. Then you will try to escape with your friend while puzzle solving and being chased by aliens. I wanted to focus more on creating a erie atmosphere rather than having a great story.

    BTW another tip is to learn about colour palettes, it might seem like it isn't that important but it really is. Chosing the right colours can draw attention to certain objects and if done right will make it easier on the eye.



    this video is really good at explaining this.
     
  24. Denmla

    Denmla

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    Aug 22, 2014
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    I forgot to align skybox with my directional light,it is done now.What do you mean by desaturating skybox? Am i missing something obvious ,how to do that...That picture with fire,fire is placed totatlly random placed there,i didn't think about making contrast to draw player attention to it,will do i next "mini update" .I'm not sure how to make that contrast except with fire because city is abandoned and as I imagined without electricity so streetlights are no no for me.
    About that my world seem very barren of anything-that's true but I'm doing my best to improve it from day to day.Thanks for awesome feedback!
    Well that's ok too,i played lot's of games because of their good look and "fun to play" aspect,didn't really bothered about story.
    I watched that video,i think i got the point now.
     
  25. HolBol

    HolBol

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    I forgot to align skybox with my directional light,it is done now.What do you mean by desaturating skybox? Am i missing something obvious ,how to do that...

    Each skybox is made of 6 images in your Unity project. Find these source images and reduce the saturation on each with an image editor such as photoshop or similar.
     
  26. Denmla

    Denmla

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    Aug 22, 2014
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    Oh that,got it ,thanks!
     
  27. Dag-Tholander

    Dag-Tholander

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    Fallout/Skyrim style load/save system is now done. Obviously the visuals needs lots of work but it's functional. 4.jpg
     
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  28. Murgilod

    Murgilod

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    Nov 12, 2013
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    I'm working on a VN and needed a few specialised tools to help me compose shots better. The first thing I added was something that would always make the scene view appear in 16:9, since that's the aspect ratio I'm working in:



    Next, I decided to add an indicator of where the dialogue box would be appearing. It scales perfectly so it always occupies the same percentage of the screen as the dialogue box does, regardless of scene size:



    I realised I was having some trouble with shot composition like this because my brain was struggling with the translucent area, so I added a rule of thirds generator so I'd have better at-a-glance info:



    Then, just for the heck of it, I made it so that the rule of thirds option worked in every situation:



    On top of all this, I have a camera placement system that places virtual cameras wherever I am in the scene with the same FoV (which is changed through a utility I downloaded from here) and rotation, so all my shots look the same in-game as they do in the editor. These virtual cameras are automatically added to a camera manager that allows me to switch between them with some simple "Camera 1/Camera 2" nonsense. If I want to change a camera's position, I just reorder it in the reorderable list here:



    A lot of this stuff was done specifically to teach myself more advanced editor techniques, but it also dramatically improves my workflow so I figured I'd toss a post in here.
     
  29. minhdaubu2

    minhdaubu2

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    Hello we are X-Zerga. Handwritting shader demo for our new project No light: The school

    Work with any font, custom size, UV, strengh. Allow you to create tons of effect. Transform any boring "fake" handwritting font into an interesting look and even more.

    We'll give away this shader for when the game is published.

     
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  30. Cookieg82

    Cookieg82

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    Mar 28, 2017
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    Just realised I should probably post here:

    WIP - Astroball

     
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  31. awake

    awake

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    Dec 24, 2013
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    WIP - Awake
    Sewer Slug Level
    Video before lights, textures, and camera following improvements. Going to be a 3d side scrolling beat-em up game.
     
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  32. _M_S_D_

    _M_S_D_

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    I like it, except for the stopping when the player lands. Couldn't you make a sort of "staggered" landing, that still retains some speed, instead of a full stop? At least for smaller drops, and leave the full stop for higher drops.
     
  33. Kellyrayj

    Kellyrayj

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    Aug 29, 2011
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    Hey friends,

    I made a thing over the weekend and would love some feedback! It's a tight and unforgiving platformer. And you can play it here!

    https://kellyrayj.itch.io/sokkelo

     
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  34. Cookieg82

    Cookieg82

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    @Bridin Auto generated levels? Or hand made? Looks cool!
     
  35. Kellyrayj

    Kellyrayj

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    Thanks! Handmade so far, but I havent' ruled out tryin gto do auto generated levels.
     
  36. Kellyrayj

    Kellyrayj

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    Made a custom little editor tool today so I can stop placing coins by hand!

     
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  37. the_Bad_Brad

    the_Bad_Brad

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    Creating a deep jungle level with K4 assets. Working on a small village raided by bandits.

     
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  38. Scion01

    Scion01

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    Jun 23, 2017
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    First time posting my work online. Still needs a lot of improvement with animations, also feel that the environment is a little too generic but figured I would drop this and move on, instead of getting stuck. Next time would like to make more interaction between the characters.

    More information on the youtube description.
     
  39. the_Bad_Brad

    the_Bad_Brad

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    Had time to continue working on my Android game project

     
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  40. CaptCanada

    CaptCanada

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    Feb 3, 2013
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    Here are two screenshots from a project that I working on.
    Unity 3D 2017.08.08 - 12.47.50.01.png Unity 3D 2017.08.08 - 12.48.06.02.png
    Terrain created in Gaia. Bridge and related assets from Asset Store.
     
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  41. Deleted User

    Deleted User

    Guest

    Working on a 2D reactive shield, and in general 2D Pixel ships:
    upload_2017-8-11_20-22-28.png
    upload_2017-8-11_20-22-58.png
    upload_2017-8-11_20-23-19.png
     

    Attached Files:

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  42. Cookieg82

    Cookieg82

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    Mar 28, 2017
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    This looks really good! Keep up the good work Sir!
     
  43. Grinspoon

    Grinspoon

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    Jan 12, 2016
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    11
    secretfactory1.png

    Hello everybody!

    I am creating a multiplayer online PvP game for me and my friends during my free time.

    A lot is already available , if you want to see about the game development or gameplay just take a look at the YouTube channel : https://www.youtube.com/channel/UCvSEPgEwZrPM_eLtftjFvqg

    Here is the latest gameplay video showing several of the classes playable :



    And the latest level design time lapse :



    I would really appreciate your feedback, ideas, suggestions and to see you in game during the test sessions :)
     
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  44. 101craft

    101craft

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    Sep 2, 2014
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    33

    Hair-Z is a 3ds Max to Z-Brush pipeline plugin. It turns hair&fur modifier splines into geometry in a more efficient way than raw sweep modifier.

    If you prefer styling hair in 3ds Max to create hair base mesh you might find this little utility useful.

    nfo_01_612.jpg
     
    Last edited: Oct 29, 2017
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  45. Jim_West

    Jim_West

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    Aug 5, 2013
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    BOTW-inspired Inventory, got it finally working.

     
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  46. awake

    awake

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    Dec 24, 2013
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    Need an opinion on the best way to see my game's action inside of a sewer pipe. The game is a 3d beat em up locked into an old double dragon side scroller. I currently have the camera cutting away the part of the pipe closest to the player, but that shows the inside of the pipe mesh and looks bad. I've seen similar questions and people use everything from xray shaders to manually cutting the mesh. Video:
    , Screenshot: Capture.PNG
     
  47. the_Bad_Brad

    the_Bad_Brad

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    Nov 2, 2014
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    Level map established. Now doing some performance optimizations. I will try mesh baker.

    Arizona Horrors is just a custom mission in my game, a parody of Outlast 2 where the player finds Blake hiding in a house and rescued him. Then crazed disfigured men began appearing from the wilderness and they are surrounded. The player then has to escape white protecting Blake and looking for Lynn.

     
  48. CrazyLikeAFox

    CrazyLikeAFox

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    Mar 8, 2011
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    Hi Everyone.

    First steps on what I am calling Project Longhouse


    All art is programmer placeholder :D

    Setting is the iron age. The player manages a small village community and must gather resources, explore and survive the harsh life of a iron age settler.

    So far implemented:
    - Time system
    - Day/Night
    - Seasons
    - Occupation / Simple tasks

    Working on:
    - Better task handling for peoples.
    - Farming simulation
    - More buildings / occupations.
     
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  49. the_Bad_Brad

    the_Bad_Brad

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    Castle Wolfenstein WIP

    A parody for the classic RTCW

     
  50. mcunha98

    mcunha98

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    Jun 13, 2010
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    @Grinspoon can you talk more about the sky texture that you used on this level ?