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  1. Location
    Calgary, Canada
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    360

    BeGone - Multi-Player Shooter Preview

    BeGone - Multi-player FPS Preview

    BeGone has been relased! Check out the release thread here:
    http://forum.unity3d.com/threads/600...player-Shooter

    For the latest info, check out:
    http://www.facebook.com/NPlayCom
    http://www.twitter.com/NPlayCom

    --------------------------

    Hey guys, these are some early shots from a multi-player FPS I am working on.

    Features
    - 1 vs 1 duel mode
    - 1 weapon with ability to zoom
    - Tactical shooter feel
    - Web player based

    Interested to see what you think of the screenshots





    Last edited by Proton; 10-18-2011 at 08:01 PM. Reason: Added link to released discussion topic
    Time Rifters - Oculus Rift Shooter - http://www.protonstudio.com
    BeGone - Multi-player Shooter - http://www.nplay.com


  2. Location
    California
    Posts
    141
    That looks excellent! Great job on the art especially.


  3. Location
    Calgary, Canada
    Posts
    360
    Quote Originally Posted by Sakar
    That looks excellent! Great job on the art especially.
    Some of the models are from http://dexsoft-games.com/ . They do great work.

    The gun is custom (arms holding the gun are still being worked on). The character will also be custom (at the rigging stage right now).
    Time Rifters - Oculus Rift Shooter - http://www.protonstudio.com
    BeGone - Multi-player Shooter - http://www.nplay.com


  4. Location
    Germany | Hamburg
    Posts
    1,921
    Looks great – but how many draw calls, triangles and vertices is it?
    I can’t belive this running smoothly on my mac book pro – at least not using real time shadows...


  5. Posts
    136
    This looks amazing. Hows the framerate though on an average computer?


  6. Posts
    492
    That looks awesome!

    The question is, will it look that good on my computer? (That's the question the average gamer will be asking, anyways.) 'Cause all those effects are gonna suck up framerate like there's no tomorrow.


  7. Location
    Calgary, Canada
    Posts
    360
    My dev computer:
    MacBook Pro
    OS X Leopard
    2.4 GHz Core 2 Duo
    3GB Ram
    256MB GeForce 8600M GT

    I get between 50-60 fps depending on where I am in the map. Although since it is in a webplayer, the max is locked to 50 anyway. I already have a set of graphic settings the user can toggle. I typically keep reflective water turned off and shadows at high resolution but no cascades ('High Quality Shadows' just means 4 cascades).

    The first screenshot has the most visible, thus the lowest framerate I can get in my standard configuraiton:


    The computer I use to test the multiplayer:
    Windows XP SP2
    AMD Athlon XP 2000+ (1.66 GHz)
    768MB RAM
    GeForce 4 Ti4200

    This video card disables most of the effects (bump mapping, shadows). Without anti-aliasing, I get an average of 10-15 fps. I think with some additional optimizations I could get it upto 25 fps.

    I am not really sure what the average computer is though. I think adding more configurable options like for "Terrain.detailObjectDistance" would reduce the draw calls a lot and get it running faster on lower end hardware.

    Plus there is still more optimization to be done. The webplayer is currently 14.2MB and I need to get it down to 6. So I will likely reuse a lot of textures instead of using so many unique ones. (Unless Unity gives us client side caching in the next release :P)
    Time Rifters - Oculus Rift Shooter - http://www.protonstudio.com
    BeGone - Multi-player Shooter - http://www.nplay.com


  8. Location
    Germany | Hamburg
    Posts
    1,921
    Wow –*that sounds very promising:
    Just about 500 draw calls and 280.000 triangles even with real time shadows enabled and such a vast amount of grass.
    What are yout terrain settings? Heightmap Resolution and Detail Resolution?


  9. Location
    Calgary, Canada
    Posts
    360
    Quote Originally Posted by larsbertram
    What are yout terrain settings? Heightmap Resolution and Detail Resolution?


    The terrain tutorial on the wiki by .... wait a minute... you?

    Heh, yeah it is you. Well that tutorial was very helpful, and your images in this thread are beautiful:
    http://forum.unity3d.com/viewtopic.php?p=111513

    The key to keeping draw calls down is a low detail resolution. I don't think I could lower it much more. I am starting to get co-planar grass planes.

    I am using baked lighting on the terrain, dynamic doesn't add much since the grass is so thick anyway.

    I am lucky enough to only require a small terrain since the game is a 1 vs 1 duel format.
    Time Rifters - Oculus Rift Shooter - http://www.protonstudio.com
    BeGone - Multi-player Shooter - http://www.nplay.com


  10. Location
    Germany | Hamburg
    Posts
    1,921
    thanks for the flowers –*but i have to say: you did a very good job.
    it looks awesome.
    i am really looking forward to have a look at your webplayer.

    all the best, lars


  11. Location
    Happy Land!!!
    Posts
    1,003
    Yes! Another person who understands the value of realtime shadows and proper lighting! Great job on the graphics, this should be in the gallery!

    I am not really sure what the average computer is though.
    I'll tell you what the average computer ISN'T. It ISN'T that dinosaur AMD that you have!
    In Soviet Russia, game develops YOU!


  12. Posts
    410

    wow

    WOW - great job this is really cool

  13. Super Moderator
    Location
    USA - Chesaning, MI
    Posts
    1,513
    Graphically, it's the best looking FPS made so far with Unity in my opinion.

    I see a bit of a problem with the high drawcall number though. Have you done any optimizing yet? What about textures consumption... how much is that eating away right now?

    Thomas

    PS: Just saw the texture info. You're using over 100 different textures?
    I am available for Freelance work! Contact me via PM or email.
    My blog: Click to open
    Twitter: Thomas Pasieka


  14. Location
    Calgary, Canada
    Posts
    360
    Thanks for the great feedback guys, I guess I am on the right track

    Quote Originally Posted by Thomas Pasieka
    PS: Just saw the texture info. You're using over 100 different textures?
    Almost every surface is bump-mapped (if it needs it or not right now). So that adds a lot of extra textures. My strategy is to make it looks as good as I can, then start scaling back where quality will not be affected.

    For example, there are probably 5 different 'concrete' materials that currently have slightly different textures & bumpmaps. I could reuse just one of them and add variety by manipulating the color tint on the materials.

    Since I need to get it from 14.2MB to 6MB, I will likely need to use this technique in a lot of places.

    I was hoping to bake some occlusion onto the structures, but it doesn't look like that will be an option considering the file size. The gun does have occlusion though. And a fresnel reflection with a toggle for realtime reflection (but that makes it run way too slow :P)
    Time Rifters - Oculus Rift Shooter - http://www.protonstudio.com
    BeGone - Multi-player Shooter - http://www.nplay.com


  15. Location
    Happy Land!!!
    Posts
    1,003
    The atmosphere you have is almost perfect. It's just that the darker parts of the map need to be a bit brighter (turn up the ambient light a tad) to simulate more accurate indirect lighting.

    Yep, some of the best graphics made in Unity are right here. Everyone should take a note on this (including me) in that you don't need to sacrifice tremendous amounts of graphics quality to have your game run. You just need to plan and optimize properly.

    Great job!
    In Soviet Russia, game develops YOU!


  16. Location
    Calgary, Canada
    Posts
    360
    Quote Originally Posted by theinfomercial
    The atmosphere you have is almost perfect. It's just that the darker parts of the map need to be a bit brighter (turn up the ambient light a tad) to simulate more accurate indirect lighting.
    I agree that this is one of the trickiest parts of the illusion. I tried using the contrast stretch image effect to give a fake HDR look, but I lose AA when I do that, so it is off by default.

    I'm a fan of the Half Life mod Natural Selection, it's a game that takes place in dark alien spaceships, but although it feels dark, it is rarely black.

    I'm keeping some of their mapping guidelines in mind, specifically:
    Use High Contrast Lighting - Strive to make the lighting feel dark without being dark. A near-dark corner or two is fine, but never make areas that are completely dark. This promotes replay and reduces general frustration. Use high contrast areas to promote a feeling of darkness.
    http://www.unknownworlds.com/ns/stat...trast_Lighting
    Time Rifters - Oculus Rift Shooter - http://www.protonstudio.com
    BeGone - Multi-player Shooter - http://www.nplay.com


  17. Posts
    492
    When can we actually beta test this thing?


  18. Location
    Waterloo, Ontario, Canada
    Posts
    1,559
    Lovely, lovely work.
    DaveyJJ
    // aka Unity forum member #5 (and yet, I still can't code)


  19. Location
    Happy Land!!!
    Posts
    1,003
    I tried using the contrast stretch image effect to give a fake HDR look, but I lose AA when I do that, so it is off by default.
    Yeah, UT needs to implement something that allows one to use post effects and AA together (not to mention be able to change AA without restarting the engine).

    Are you using just the one directional light for your scene, or do you have a back light? A back light would be the best for simulating indirect lighting. But it would probably kill your framerate due to the draw calls. But maybe not, try it out and see.
    In Soviet Russia, game develops YOU!


  20. Location
    Calgary, Canada
    Posts
    360
    Quote Originally Posted by Dakta
    When can we actually beta test this thing?
    Probably not for a few months, I do like the philosophy of 'launch early and iterate' though.

    Quote Originally Posted by theinfomercial
    Are you using just the one directional light for your scene, or do you have a back light?
    I did try putting a back light with a slight blue hue to it (vertex only), but it didn't end up looking very good for some reason. (I am way more of a programmer than an artist :P )

    The other problem is that dynamic light does not affect the grass. So the only way to adjust that is through baking.
    Time Rifters - Oculus Rift Shooter - http://www.protonstudio.com
    BeGone - Multi-player Shooter - http://www.nplay.com

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