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Games WIP Small Works Game / Programming Thread

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

  1. marcoantap

    marcoantap

    Joined:
    Sep 23, 2012
    Posts:
    165
    This project is focused on enhancing the mechanics of modern games.



    Features:

    ✧ Wizard editor extension in several languages (create whole games without programming)
    ✧ Language translations
    ✧ Full control configuration
    ✧ Character customizer
    ✧ Character controller with free-running features
    ✧ Inventory system
    ✧ Quest and achievement system
    ✧ Dialog system
    ✧ Combat technique designer
    ✧ Level and skill tree system
    ✧ Lockpicking mechanics
    ✧ Mining and harvesting mechanics
    ✧ Crafting mechanics
    ✧ Hunting mechanics
    ✧ Trading system
    ✧ Map and dairy with management mechanics
    ✧ Economy system with auto-balanced degradation dynamics
    ✧ Government system
    ✧ Fully scalable networking
    ✧ Private persistent worlds for deep interaction
    ✧ Socialization with local and global messaging
    ✧ Monetization

    It will be available in 2013, for free!
     
  2. DOCSKI_GAMES

    DOCSKI_GAMES

    Joined:
    Apr 13, 2012
    Posts:
    139
  3. Marrt

    Marrt

    Joined:
    Feb 7, 2012
    Posts:
    612
    Bullet Storm! :D
    completely insane, very hard but thats how these games should be :D (despite the fact you are granted infinite lifes)

    -how do you do the collision handling? do the bullets have colliders?
    -i felt that the hitbox of the ship is a bit to big (or at least it seems big), causing situations of inevitable death
     
  4. gallenwolf

    gallenwolf

    Joined:
    Mar 11, 2012
    Posts:
    118
    Hi Maart, I'm guessing you are referring to my prototype? I think I've tweaked the difficulty so it's do-able for the the level, the boss is another story :D I think my personal best is using 5 lives to beat the level.

    For the enemy bullets, they are setup as rigidbody triggers. The player's bullets and missiles are regular rigidbodies; mainly as I wanted to have a hit ray to spawn the hit particles at a correct orientation.

    The hitbox is actually smaller than the hit box of the enemy bullets :D It needs to be, else it will be near impossible during the boss fight. The question is, where is the hitbox?

    Answer: [ The hitbox is located at the very top tip of the canopy. ]

    Thanks for checking it out :)
     
  5. augasur

    augasur

    Joined:
    Mar 4, 2012
    Posts:
    133
    EDIT. Sorry not that thread :)
     
  6. Marrt

    Marrt

    Joined:
    Feb 7, 2012
    Posts:
    612
    ahh, knowing that its way more comfortable to dodge bullets :D
     
  7. freakdave

    freakdave

    Joined:
    Nov 18, 2012
    Posts:
    78
    This is a little puzzle game and my first project i am working on in Unity.
    The goal is to move the little spirit (white sparkling thing) from start to finish (orange portal). Every few seconds the rings rotate in different directions. The ugly terrain and little puppy are just placeholders, i still have no final design in mind
    (heck, i am just a coder, you know :p )

     
    Last edited: Jan 4, 2013
  8. mcunha98

    mcunha98

    Joined:
    Jun 13, 2010
    Posts:
    261
  9. PPStudios

    PPStudios

    Joined:
    Nov 12, 2012
    Posts:
    49




    Just some shots of just some of the content we've shown
     
  10. gioworks

    gioworks

    Joined:
    Oct 12, 2011
    Posts:
    138
    Im working on traffic simulation with traffic light and advanced AI. For now it is going good.


    Brown - Truck
    Green - Normal Car
    Blue - Fast Car

    Current Version:
    AI check for cars in front, if he is to close he will slow down to follow leader car. If leader car stops every car behind him will come to safe distance and stop, if leader car start going again, rest cars will do same with speed and acellraction calculations so they dont crash.

    Now I am working on traffic passing, so faster cars can pass slower one's if there is space for that...Soon webplayer.
     
  11. diegzumillo

    diegzumillo

    Joined:
    Jul 26, 2010
    Posts:
    418
    Cool, I love simulations. Small details on the behavior of each agent could influence the final traffic behavior, like delayed movement for example. If every driver takes a fraction of a second to start moving behind the car in front it can take seconds or even minutes for the last car to move! that's why I get mad when someone starts sounding their horns to make the cars move, thinking someone clearly fell asleep or something like that :p
     
  12. psk

    psk

    Joined:
    Jan 11, 2013
    Posts:
    10
    Blogging my progress on a little game play experiment based on pacman. Just for fun really, and document a little my own thought process as I play with game play ideas :)



    Currently at update 7 but experiment starts here
     
    Last edited: Jan 11, 2013
  13. jessee03

    jessee03

    Joined:
    Apr 27, 2011
    Posts:
    729
  14. Goolygot

    Goolygot

    Joined:
    Jul 11, 2011
    Posts:
    35
    I made an editor for myself to easily set tiling and offsets of materials for atlases. I always changed the position of my textures, so I wanted to make this so I didn't have to calculate all the offsets for my materials. It is free for any one to use if they need it.
    View attachment $SetMatTilingAndOffset.cs

    $Editor.jpeg
     
  15. assa

    assa

    Joined:
    Aug 19, 2012
    Posts:
    63
    http://m.youtube.com/watch?v=bmXuT90yC4k
    It's building system, going to add stuff like wheels, rotating joints, guns, joint break force and torque based on surface area in contact, multiple joints per object, and a secondary way of placing things for gain stuff snap into place.
    Only have to core working so far it, took a lot longer than expected.
    The camera controls are pretty bad and every thing is way too big so it seems like it falls slow.
     
  16. jessee03

    jessee03

    Joined:
    Apr 27, 2011
    Posts:
    729
  17. freakdave

    freakdave

    Joined:
    Nov 18, 2012
    Posts:
    78
    Looks cool ! @ jessee03
     
  18. gioworks

    gioworks

    Joined:
    Oct 12, 2011
    Posts:
    138
    Ye i was thinking on similiar stuff, i will do soon a more randomness. I finally solved traffic network and traffic lights, it is alive now :)

    Here webplayer:

    https://dl.dropbox.com/u/54792596/trafficUnity/Desktop.html


    And some screens how it works :)



     
    Last edited: Jan 25, 2013
  19. Jueixowns

    Jueixowns

    Joined:
    Jan 18, 2013
    Posts:
    3
    Hi guy's currently Working on a zombie survival type of game in unity3d. The aim is to survive unlimited round's of zombie's and each time you survive a round the zombie's get harder, It's basicly going to be like Call of Duty Black ops zombies.

    Story Line
    None.

    Pictures and Videos
    Before some items added in house:


    Some detail added to the building / house.





    To Add
    1) More detail outside the house to make it more zombie ish.
    2) Trees out side of the map.
    3) More detail inside the house to make it look zombie ish.
    4) Weapons and scripts.

    Why am I making this?
    I am making this game to see if me and my mate can fully complete it, If we do manage to stick to making it then after the release of this survival we are going to attempt to make a massive online Zombie survival mmorpg like War-z and Day-z.
     
  20. Mauri

    Mauri

    Joined:
    Dec 9, 2010
    Posts:
    2,657
    Not to take the wind out of your sails, but making an mmorpg is kinda hard and needs much knowledge. As long as you haven't this, i wouldn't recommended to touch this type of area... Cool idea thought.
     
  21. Kona

    Kona

    Joined:
    Oct 13, 2010
    Posts:
    208
    Nearly finished my first editor extension. It's a quest/mission editor for my game, still needs some adjusting though.
    After entering the info ( quest title, descriptions and dialogue for each "stage" or "act" of the mission, mission objectives etc. ) you assign a quest id.
    After pressing "Save To" and having selected the target file (or created a new file) the quest/node will be added to the (xml) document, or in case the assigned quest id already exists, it will replace it.
    "Remove From" works pretty much the same but ofcourse removes the node instead of adding it. :)


    $Ext02.jpg
    $Ext03.jpg
     
  22. dawgtothebone

    dawgtothebone

    Joined:
    Sep 16, 2012
    Posts:
    2
    Hey guys,

    I wanted to share a video trailer of a game that I am working on. I am in a indie team of two and sparing every second on this game. This is our first game :)

    We decided to call this game Spectrum, This project is still very much in the early stages. Please take a look at our Alpha stage demo level over here:

    http://www.youtube.com/watch?v=2r-Y1i7y3z8&feature=youtu.be

    A bit of the background story can be read at http://www.spectrumgame.com

    Thanks!

    p.s. feel free to share your thoughts/feelings on the trailer/game. I am in the middle of recording the game play footage from start to finish for this level. I will upload it once it is complete. :)
     
  23. Marrt

    Marrt

    Joined:
    Feb 7, 2012
    Posts:
    612
    @dawgtothebone
    maybe its completely clear as you upload the next vid, or i have a bad perception - but i have a question:
    -when jumping, why is there a line and why is the ascending part of the jump a straight line and the descending part a physical correct parabola?
    -there must be some special purpose for it which should be made clear, otherwise the jump feels irritating, even super mario bros. 1 had something like a parabolic jump afaik
     
  24. PPStudios

    PPStudios

    Joined:
    Nov 12, 2012
    Posts:
    49
  25. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    8,988
    Just testing few ideas with perlin dungeon maker.

    Webplayer:
    http://unitycoder.com/upload/demos/RealmOfSomething/

    - 128x128 dungeon
    - few 2D test mobs
    - particle "fog" on ground
    ..

    (still looking for some site, that would have free good dungeon textures..)
     

    Attached Files:

  26. freakdave

    freakdave

    Joined:
    Nov 18, 2012
    Posts:
    78
    @mgear
    Are the mobs supposed to respawn after a little while?
    I cleared a rather small area, explored the dungeon, but couldn't find any new enemies or potions...
    Good work btw :)
     
    Last edited: Jan 27, 2013
  27. jessee03

    jessee03

    Joined:
    Apr 27, 2011
    Posts:
    729
    Very nice! Love it so far! Needs a lot of work but great start!
     
  28. mgear

    mgear

    Joined:
    Aug 3, 2010
    Posts:
    8,988
    Thanks!
    Added couple test spawners yesterday,
    and some mobs do small damage now..
    But yes, lots of stuff to do/fix.. : )
     
  29. TylerPerry

    TylerPerry

    Joined:
    May 29, 2011
    Posts:
    5,577
    I would just like to show a little real time shadow system I made(well it can be real time, not real time sometimes real time what eva!)... just for fun tonight it has lots of issues that prevent it from being usable in game but I just wanted to have a go at it :D:

     
  30. TehWut

    TehWut

    Joined:
    Jun 18, 2011
    Posts:
    1,577
    Level / Maze Generator

    I'm working on a simple maze generator based on this Depth First search algorithm

    I came up with some rather interesting results, as shown below. This is because walls are not removed, but the actual level blocks themselves, so at the moment it's more of a cool experiment generator thing, but in practice it could be converted into a maze generator.



    -

    Due to the nature of the system, it will eventually eat up the entire level, because all the blocks are considered uninvited, as shown below

    -



    Still pretty happy about it, went through about two straight days of cursing!
     
  31. anika001

    anika001

    Joined:
    Feb 5, 2013
    Posts:
    2
    Do you "accidentally" delete the old threads on a regular basis?!? This is like the 3rd time this thread is renewed
     
  32. GibTreaty

    GibTreaty

    Joined:
    Aug 25, 2010
    Posts:
    792
    https://www.facebook.com/pages/Gib-Treaty-Projects/338181696279416

    Was working on Castle Wars but decided to put a pause on that game so I can take more time to develop something simple that I can (hopefully) finish.

    -Minibase Wars-
    $557821_377605265670392_885405314_n.png

    - Webplayer -
    https://dl.dropbox.com/u/17783172/Minibase Wars Alpha/Minibase Wars.html

    - Description
    Started a new project that should be much simpler to make and complete. It will be similar to Castle Wars in that each player has a base and you have to take out the other players, but you won't rely on several units to defend and attack with. You have a single unit, other players and friendly AI to help defend the base along with turrets.

    - Turrets and other buildings
    Certain objects will be movable by the player and should be put in a good spot where you can defend.

    - Powering buildings
    Everyone starts off with 0 energy. There will be a core in the center of the map for which to get energy from. You will then bring it back and put it into storage containers. For now, turrets will use up energy from the storage containers regardless of how far away it is until I decide if I want to limit the distance or not.

    - Vehicles
    There is a single vehicle that the player will spawn as. This vehicle will be used to transport buildings such as turrets and storage containers. It will also be used to gather energy from the core and bring it back to the storage containers.

    - Current progress -
    -Basic level tiles are done
    -Player movement control is done
    -Vehicle AI movement is done
    -Weapons need to be added
    -Controls for attacking still need to be added

    The energy system hasn't been implemented yet.
     
  33. bog-imp

    bog-imp

    Joined:
    Jul 25, 2012
    Posts:
    43
    We small indie group working on our puzzle - game and want to share with you our progress:

    http://molecats.com/

    (for large click on image)














    more images you can find on our site:

    http://molecats.com/

    And video:




    I hope you will find it nice !
     
  34. Metron

    Metron

    Joined:
    Aug 24, 2009
    Posts:
    1,137
    Wow... looks great. I love the game mechanics and the graphic style.
     
  35. welby

    welby

    Joined:
    Mar 22, 2011
    Posts:
    549
    Learning some pixelly stuff,..working out some code for a Zamboni type mini-game.

    Fun with GetPixels


     
  36. GibTreaty

    GibTreaty

    Joined:
    Aug 25, 2010
    Posts:
    792
    Update -
    - Enemy AI
    - Weapons
    - Turrets
    - Energy

    Webplayer

    $46957_380663565364562_9105912_n.png
    $539678_380663635364555_1694587055_n.png
     
    Last edited: Feb 12, 2013
  37. forcepusher

    forcepusher

    Joined:
    Jun 25, 2012
    Posts:
    227
    plugin for mixing animations with physics
     
  38. Marrt

    Marrt

    Joined:
    Feb 7, 2012
    Posts:
    612
    Why are you so mean to him?

    What happens if you throw a cube to his feet?
     
  39. GibTreaty

    GibTreaty

    Joined:
    Aug 25, 2010
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    792
    Looks better than Euphoria (fixed it), which was used in GTA 4
     
    Last edited: Feb 16, 2013
  40. forcepusher

    forcepusher

    Joined:
    Jun 25, 2012
    Posts:
    227
    haha :D he deserved it.
    nothing proper happens if you shoot it to his feet yet, it will simply bounce off with very minor affect to the character,
    and thats what i will work on after implementing "falling down" and "getting up" states.

    NaturalMotion technology (which used in GTA 4) is different, its designed to create fully realistic animation with character behaviors (which aren't good for mixing your existing animations with physics, but its good for super high level of realism).
    I simply add physics to existing animation instead of doing everything the fair way, so its not fully realistic, but kinda looks like it.
    programming is all about LIES
     
    Last edited: Feb 15, 2013
  41. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,888
    *Euphoria
     
  42. snowconesolid

    snowconesolid

    Joined:
    Dec 9, 2011
    Posts:
    868
    Edit: whoops, wrong thread, I meant to post this in the small art WIP thread.
     
    Last edited: Feb 16, 2013
  43. GibTreaty

    GibTreaty

    Joined:
    Aug 25, 2010
    Posts:
    792
    Oh thanks, didn't realize.
     
  44. GibTreaty

    GibTreaty

    Joined:
    Aug 25, 2010
    Posts:
    792
    Webplayer

    Showing off some new smoke trails. I've also updated the AI a bit so it's more aggressive.

    $Alpha3.1.png
    $Alpha3.png
     
  45. Avon

    Avon

    Joined:
    Jun 2, 2012
    Posts:
    2
    I've been working on a biathlon game for PC, focusing on the shooting first. I've made a webplayer for it if anyone wanna try.

    Webplayer

    Screenshot:
     
  46. hannes-dev

    hannes-dev

    Joined:
    Apr 27, 2012
    Posts:
    132
  47. GibTreaty

    GibTreaty

    Joined:
    Aug 25, 2010
    Posts:
    792
    That's really neat. Are you looping through all the planets constantly and comparing their name against the string that has been typed out? I wonder how that would work out if that was done for a cheat code system. Timestamps would probably need to be added to each letter.
     
  48. TylerPerry

    TylerPerry

    Joined:
    May 29, 2011
    Posts:
    5,577
    Cool, but sometimes I got confused with the font and then a simple mistake made me type it in again, I would suggest having the letters change color when typed.
     
  49. GibTreaty

    GibTreaty

    Joined:
    Aug 25, 2010
    Posts:
    792
    Ooh yea, I got a little confused when looking at the O's. Couldn't tell if they were an O or a D half the time.
     
  50. lorenalexm

    lorenalexm

    Joined:
    Dec 14, 2012
    Posts:
    307
    I've been playing with fully functional physics on a 'per-world' basis, initial tests are proving to run smoothly and not providing too much of a hassle; though there are some hick-ups that persist needing to be smoothed out. But here is what I have come up with so far, the camera controller is still a work in progress, needing to smooth out the rotation between planet transitions. Any feed back on this initial prototype would be appreciated!