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Games WIP Small Works Game / Programming Thread

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

  1. Dag-Tholander

    Dag-Tholander

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    Thanks for the feedback! The lambo is extremely fast with its 700 hp and since my simulation doesn't simulate any aids except abs yet it's a pretty chaotic car to drive :) The engine sounds for the lambo are just placeholder for now so hopefully that will be solved in the near future. Did you try the f40? the engine sounds on that car are way better and it's also easier to drive.
    I will look into making the throttle input mapping better :)
     
  2. Dag-Tholander

    Dag-Tholander

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  3. razzraziel

    razzraziel

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    Experimenting with procedural hand poses for my interaction tool. Right now it feels a bit off and needs optimizations (0.5ms) and fingers are like snakes.

    Workflow is like this. Transparent box is the are that holds desired object to cache. Then it creates points with given density like point cloud and creates the same shape. Discards inner points to get only edges. Then it only accounts x amount of closest points with given transform. So you get only interactable part of object with lower point count. For example for a door object, you can only get door handle where you need your procedural interaction. So these points are actually works like collider for bones.

     
    kittik likes this.
  4. Serge_Billault

    Serge_Billault

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    An online remake of SEGA 1982 Arcade Hit Super Zaxxon (work in progress: everything is done except it has only one level for the moment). Depending on when Unity devs will decide to leave the cofee machine and make webGL player prefs work again in webGL, you will also have your prefs saved (it is already the case on all other platforms but webGL).

    It uses custom player loops (UnityEngine.LowLevel.PlayerLoopSystem) for non mono-behaviour objects like audio mixers controllers, camera shake controller, shared particles animations etc. so there is very little GameObject or Component parasiting and polutions. Non-monobehaviour can unschedule themselves from the update loops once finished so you really only have what you need to have at any given time in the update loops.

    If you want to record your score you will have to connect to your facebook account (top-left corner button in the start screen) if you dont use ad blocks or that kind of things, facebook having problems with them. Facebook having problems to agree with itself in full screen, if you wish to login you will also have to not be in full screen.

    Link to play the game (no installation needed):
    https://geoarcmap.alwaysdata.net/SUPER_ZAXXON

     
    Last edited: Nov 30, 2021
    WakingDragon and Kupferrot like this.
  5. SkyYurt

    SkyYurt

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    Fighting Attack Helicopter in my VR

     
  6. Antypodish

    Antypodish

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    You probably could solve the issues with few raycast. No need for points. Would work with any mesh collier.
     
  7. Kupferrot

    Kupferrot

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    Hello Unity users,

    during the development of my latest game I made some recordings to capture the progress. I put that together into a little video. Maybe you find it interesting :) (EDIT: Maybe I should mention, it is a puzzle / logic game)

     
    Last edited: Dec 23, 2021
  8. jhocking

    jhocking

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    So I actually started a separate thread before I noticed this one; it may be better here though, since it is a small work. Long story short, I programmed an open-source demo of a simple AI enemy using a state machine and waypoints, playable here:
    https://jhocking.itch.io/state-machine-ai
     
    AGILITYHORSE likes this.
  9. kdgalla

    kdgalla

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    I made a silly April Fools video for my dev log Youtube channel. In actuality. My game is a cartoony, point-and-click adventure game that has nothing to do with Dark Souls whatsoever :D.
     
  10. SkyYurt

    SkyYurt

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  11. AGILITYHORSE

    AGILITYHORSE

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  12. SkyYurt

    SkyYurt

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    Working on a dynamic walkie-talkie effect for my game. Found this solution, wanted to share the knowledge.

     
    vintage-retro-indie_78 and mgear like this.
  13. Antypodish

    Antypodish

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    Last edited: Jun 6, 2022
  14. Stranger-Games

    Stranger-Games

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  15. adamgolden

    adamgolden

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    I'll be expanding this in the future with additional worlds, characters, mowers and gameplay modes. The biped in the video is a modified "Elven Assassin" (free asset) wired with IKs (free asset). The current live build was created in Unity Engine 2022.2.0b1.



    Desktop WebGL: https://tentatively.online/open/test
     
  16. kdgalla

    kdgalla

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    I love how the music reacts to what's going on in the scene. Well there be a riding-mower upgrade? :D
     
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  17. adamgolden

    adamgolden

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    Yes - and riding mowers will cut wider paths :) ..I briefly considered adding mushrooms you drive over, that would make you bigger, with some wobbly, colorful post effects to go along with that - it could still happen eventually :p
     
  18. Kupferrot

    Kupferrot

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    Hey, hope you are doing great.
    I made this little shield shader that highlights at the place of projectile impact. I am not good with shader graph so this was something I created to improve and learn some things (And I really learned a lot). I hope you like it.

     
  19. StarkTech47

    StarkTech47

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  20. MoonJellyGames

    MoonJellyGames

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    I'm not a big Star Wars fan, but this is looking pretty awesome. The physics of the engines looks really good. I was hoping the thing would explode/break if it hit a wall, and I wasn't disappointed. Maybe there wasn't an explosion (yet), but I love that they break off.

    If this thing grows enough, Disney could notice and shut it down. That would be a real shame. You might want to consider using your own name for these things, and nix the explicit "Star Wars" reference, just to be safe.
     
  21. StarkTech47

    StarkTech47

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    Thank you very much for this comment, I worked a lot on the physics to bring some life to this pod and because I hopped it would bring more satisfaction in play.

    For VFX,I already did the smoke to alert player when an engine is damaged or has hit something and cause it to break. The only problem I have is the particule count spawn. The pod go to 700 km/h and if I want the smoke to be visible on race I have to spawn a lot of particules, A LOT !!! I know there is a distance spawn rate which looks better but has the same probleme from 300 km/h. I am still looking for a solution but I would like to finish the UI design before.

    Concerning the potential shut down from Disney, I saw on youtube someone who did a remake of an old pod racer game which is free to play on Unreal Engine. I guess, it is the best way to distribute a Star Wars game with the lore and everything else without being stopped by Disney. Knowing the contract between EA and Disney for Star wars is coming over and after what EA has done with this licence, may be they will be more relax with fan games ... no ?
     
  22. MoonJellyGames

    MoonJellyGames

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    I never considered the issue of generating particles at high speeds. Interesting.

    I don't know about the pod racer remake you're referring to, but I don't think Disney has ever been "relaxed" with their IP. They've gone after daycare centres for having murals of their characters on the walls. You can do what you like, of course, but it just seems like a big risk to put so much work into a cool game that could be shut down because it's using somebody else's copyright.
     
  23. StarkTech47

    StarkTech47

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    I see that as a way to improve my skills in modeling, texturing and coding. Thanks to this project, I started to do realistics 4k textures whereas before I only wanted to make stylized game. I learned a lot about vectors and physics in unity. But I won't lie, I am also scared to be stopped by Disney and won't be able to monetized this game. I hopped, if this game makes some noise and many people want to play this game, Disney may propose something but I think is a lost hope. However, if it brings me some support from people as you did and a little community, for me, it is win.
     
    MoonJellyGames likes this.
  24. MoonJellyGames

    MoonJellyGames

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    I'm afraid it's unlikely that Disney would respond to any fan project with a business proposal. That's not a knock against your game in any way. As I said-- I think it looks quite promising. I just don't think that's how they do business. I'd like to be wrong though. You definitely shouldn't try to monetize the project if you're using their IP without their permission.

    Aside from all that, if it's working for you as a learning experience, then more power to you. Making games isn't always about making money. I only do it as a hobby-- I make games that I want to play. Judging by your passion for the project, I think you're in a similar position.
     
    StarkTech47 likes this.
  25. StarkTech47

    StarkTech47

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    That why I thought. My goal was not to monetize this game because of Disney but just propose to other people my version of pod racer. And of course, I would never sell this game without their permission.

    Just knowing two person interested in my game is very cool and I guess your not the only two. So I will continue this journey, publishing some project advancements on the youtube channel.

    Thank you for your answers !!!
     
    MoonJellyGames likes this.
  26. Kupferrot

    Kupferrot

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    Hey, I am currently prototyping something. Started over with this 3 times already, recently posted about the shield shader I made. This time I added new movement type for bigger ships. The "game" idea is currently some kind of twin stick shooter thing. Movement is rigidbody based both for movement and for rotation because I wanted accurate physic collisions. This took me a while to get my head around it. Especially for the rotations....I hate quaternions like Anakin hates sand...

    Videos contains comparison between big and small ship movement.

     
  27. FeldIV

    FeldIV

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    For my visual style, the look and vibe of a lot of PS1 games inspire me, specifically PS1 RPGs; Legend of Dragoon, Xenogears, and Vagrant Story are some standouts in terms of atmosphere, cinematography, color and composition. I'm aiming to make environments and styles to fit the vibe of a PSX-"ish" game, not quite constrained to the limitations of the hardware, but very clearly stylistically inspired.

    I'm learning this style as I go, so I'm still very much practicing!

    upload_2022-8-10_15-27-35.png
     
    Kupferrot likes this.
  28. Kupferrot

    Kupferrot

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    Worked on this Laser over the weekend, I hope you like it :). Used Shader Graph, Particle System, Line renderer and code of course.
    Maybe I will soon start a thread about this game.
     
  29. KaidoDreamers

    KaidoDreamers

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  30. KalOBrien

    KalOBrien

    Unity Technologies

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    This is absolutely stunning! love the cell shading
     
  31. Antypodish

    Antypodish

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  32. SkyYurt

    SkyYurt

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  33. KaidoDreamers

    KaidoDreamers

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    Hi, glad you like it, thank you :)
     
  34. KaidoDreamers

    KaidoDreamers

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    Currently working on the Dock stage of our anime racing game Kaido Dreamers



    We added some rain, and introduce some splash particles instead dust.





    Let's Doughnut



    Our close beta is coming soon. If you want to get updated, make sure to subscribe to our newsletter here: https://kaidodreamers.wixsite.com/kaidodreamersgame

    Much love
     
  35. SkyYurt

    SkyYurt

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    Testing out a mission in my Stealth VR game

     
  36. KaidoDreamers

    KaidoDreamers

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  37. Billy4184

    Billy4184

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    Playing around with a concept for a survival game on Titan
    Titan.png
     
  38. tsibiski

    tsibiski

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    Looks nice! Keep one small thing in mind. There's no way someone on Titan could see Saturn in the real world. Maybe add a quick explanation early on for the atmosphere being thinned - maybe by some impact that caused part of the atmosphere to strip away. Or maybe that would only even be noticed by nerds like me.
     
  39. Billy4184

    Billy4184

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    Ha yeah not sure how realistic it's going to be at this point, but since weather would be a big feature the atmosphere will probably end up a lot thicker.
     
  40. KaidoDreamers

    KaidoDreamers

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  41. impheris

    impheris

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    i like the trees :)
     
  42. KaidoDreamers

    KaidoDreamers

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    Hi, Thanks :)
     
  43. KaidoDreamers

    KaidoDreamers

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    We work on a new track in Kaido Dreamers, it will be Touge stage.
    Here's some videos





    Feel free to come to our Discord for speaking about the game, and some devlog aspect.
    And for getting updated for the Demo, just subscribe to our newsletter here

    Much love :)
     
  44. KaidoDreamers

    KaidoDreamers

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    Hi everyone, we currently still tweaking the Touge stage and we add some new cars.






    We start to add some traffic sign and other elements along the road





    Feel free to tell us what you think about it, we have a Discord, for speaking about the game, just click here

    And for getting updated about the Demo, that will coming soon, just subscribe to our newsletter here

    Much love
     
  45. KaidoDreamers

    KaidoDreamers

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    Currently working on a new level. We wanted to add various seasons and weather effects in the game.





    This stage was done in one. We will start to tweak it, and share our progresses
     
  46. KaidoDreamers

    KaidoDreamers

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    Here's the stage with some improvments



     
  47. vintage-retro-indie_78

    vintage-retro-indie_78

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    everything here looks amazing, this is all AAA, or perhaps PS5 - hits . . . .

    amazing, wonderful art, there's some serious talent here . . .
     
  48. KaidoDreamers

    KaidoDreamers

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    Hi folks !
    We would like to share you some screenshots of our game.
    Work is doing well. For get updated, just join our Discord

    Much love



     
    Last edited: Mar 18, 2023
  49. KaidoDreamers

    KaidoDreamers

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    More screenshots of the stage


     
  50. Antypodish

    Antypodish

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