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Games WIP Small Works Game / Programming Thread

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

  1. AlexZimich

    AlexZimich

    Joined:
    Aug 8, 2009
    Posts:
    358

    Back at it
     
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  2. Deleted User

    Deleted User

    Guest

    Remade the nuclear throne level generator!! :)

     
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  3. CDMcGwire

    CDMcGwire

    Joined:
    Aug 30, 2014
    Posts:
    133
    Started working on a clone of The Yawhg to finally get something of reasonable scope to work on.

    Here's a video demo:


    And a link to the website
     
  4. trudeaudm

    trudeaudm

    Joined:
    Apr 17, 2013
    Posts:
    116
    Ship building system work in progress!


     
  5. CrisisSystem

    CrisisSystem

    Joined:
    Oct 7, 2015
    Posts:
    124
    Driving a vehicle you put together yourself is a great gameplay mechanic.. my nephew geeks out every time he builds a car and drives it in his mobile LEGO game, even though the whole system is on rails and he has no control over the outcome. For the <10 crowd, it's a great way to get them excited about it.
     
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  6. PizzaPie

    PizzaPie

    Joined:
    Oct 11, 2015
    Posts:
    106
    Hey All! First post around here!
    I am creating an inventory system the logic is : there is a List(itemsInInventory) with items
    there is a Dictionary(inventoryIndexer) that contains as Keys SlotID(the number of slot) and as Values the ItemID (taken from itemsInInventory)
    Slots does not contain Item nor item reference just ItemIcon as texture
    All references are made through inventoryIndexer
    InEditor all slots contain an EventTrigger with all functions in #region EventBasedControlFunctions (exept DisplayDescription()) , functions(in the event Trigger) that require parameter have themselft as GameObject

    Any feedback will be welcome,but try to explain your opinion thoroughly, as it is my first attemp on InventorySystems.
    (for more explanations point what you don't get, did what i could with comments)
    (if you want whole asset pack tell me)
    (Slots started as UI.Button but i figured in the way that i don't need them to be as i use only the RawImage component it will be fixed)

    (it works!!!)

    Here's the code:
    Code (CSharp):
    1.  
    2. using UnityEngine;
    3. using System.Collections;
    4. using UnityEngine.UI;
    5. using System.Collections.Generic;
    6.  
    7.  
    8. public class Inventory : MonoBehaviour  {
    9.  
    10.     public static Inventory instance = null;
    11.     public List<Item> itemsInInventory = new List<Item>();
    12.     public GameObject inventoryScreen;                                          //UI.Panel that contains Inventory
    13.     public ItemDataBase dataBase;
    14.     public Button[] slots;                                                                    //Slots references(type will be changed)
    15.     public GameObject dragImg;
    16.     public Text descriptionText;
    17.  
    18.  
    19.     private Dictionary<int, int> inventoryIndexer = new Dictionary<int, int>();  //Link between slot ID and itemsID
    20.     private bool showInventory = false;
    21.     private int tempIndex;
    22.     private int tempValue;
    23.     private string overSlotName;
    24.     private bool isDragging;
    25.     private bool initialSlotIsEmpty;
    26.     private string slotTag;
    27.  
    28.  
    29.     #region Main
    30. //in Awake() got Singleton Code
    31.     void Update()
    32.     {
    33.         DisplayInventory();
    34.     }
    35.  
    36.     #endregion
    37.  
    38.     #region BasicFunctions
    39.  
    40.     //adds given item in itemsInInventory list
    41.     //By: finding given item in DataBase
    42.     //and Adds item(from Database) to the itemsInInventory
    43.     public void AddItem(Item item)
    44.     {
    45.         Item tempItem = null;
    46.         //Finds specific item in DB
    47.         foreach (Item DBitem in dataBase.Items)
    48.         {
    49.             if(DBitem.itemID == item.itemID)
    50.             {
    51.                 tempItem = DBitem;
    52.                 break;
    53.             }
    54.         }
    55.         if (tempItem == null)
    56.         {
    57.             Debug.Log("Database does not contain Item!");
    58.             return;
    59.         }
    60.         if (itemsInInventory.Count > 17)
    61.         {
    62.             Debug.Log("Inventrory full!!!");
    63.             return;
    64.         }
    65.  
    66.         itemsInInventory.Add(tempItem);
    67.         FindAndRegisterIndex(tempItem.itemID);
    68.     }
    69.    
    70.     //checks for null slots and in first found registers itemId as value and slotsID in inventoryIndexer
    71.     void FindAndRegisterIndex(int itemID)
    72.     {
    73.         for(int i = 0; i < 18; i++)
    74.         {
    75.             if (!inventoryIndexer.ContainsKey(i))
    76.             {
    77.                 inventoryIndexer.Add(i, itemID);
    78.                 break;
    79.             }
    80.         }
    81.     }
    82.  
    83.     //links index(from inventoryIndexer) with actual item in itemsInInventory and returns the item
    84.     Item ConnectItemWithIndexer(int index)
    85.     {
    86.         Item tempItem = null;
    87.         int ID;
    88.         ID = inventoryIndexer[index];
    89.         foreach(Item item in itemsInInventory)
    90.         {
    91.             if(ID == item.itemID)
    92.             {
    93.                 tempItem = item;
    94.                 return tempItem;
    95.             }
    96.         }
    97.         Debug.Log("Item Missing");
    98.         return tempItem;
    99.     }
    100.  
    101.     //activates/deactivates Inventory panes(inventoryScreen)
    102.     //if items left on CombineSlots it places them back on Slots
    103.     public void DisplayInventory()
    104.     {
    105.         if (Input.GetButtonDown("Inventory"))
    106.         {
    107.             showInventory = !showInventory;
    108.             inventoryScreen.SetActive(showInventory);
    109.             if (showInventory)
    110.             {
    111.                 ResetItemsPosition(18);
    112.                 ResetItemsPosition(19);
    113.             }
    114.             DrawInventory();
    115.         }
    116.     }
    117.    
    118.     //resets all slots to default settings
    119.     //draws all items registered in inventoryIndexer at according positions
    120.     void DrawInventory()
    121.     {
    122.         for(int i = 0; i < slots.Length; i++)
    123.         {
    124.             slots[i].GetComponent<RawImage>().texture = null;
    125.             slots[i].GetComponent<RawImage>().color = Color.black;
    126.         }
    127.         foreach (int i in inventoryIndexer.Keys)
    128.         {
    129.             Item tempItem = null;
    130.             tempItem = ConnectItemWithIndexer(i);
    131.             slots[i].GetComponent<RawImage>().texture = tempItem.itemIcon;
    132.             slots[i].GetComponent<RawImage>().color = Color.white;
    133.         }
    134.     }
    135.  
    136.     //resets item position by removing it from inventoryIndexer and register it's value in first empty slot
    137.     void ResetItemsPosition(int key)
    138.     {
    139.         if (inventoryIndexer.ContainsKey(key))
    140.         {
    141.             int temppValue = inventoryIndexer[key];
    142.             inventoryIndexer.Remove(key);
    143.             FindAndRegisterIndex(temppValue);
    144.         }
    145.     }
    146.  
    147.     #endregion
    148.  
    149.     #region EventBasedControlFunctions
    150.  
    151.     public void Use(GameObject go)
    152.     {
    153.         Debug.Log("Use");
    154.        
    155.         showInventory = false;
    156.         inventoryScreen.SetActive(showInventory);
    157.     }
    158.  
    159.     //HighLights current Slot/ Displays current Discreption
    160.     //if isDragging = true gets current Slot's(overSlotName) name
    161.     public void OnPointeEnter(GameObject go)
    162.     {
    163.         int currentIndex = GetNumericValue(go.name) - 1;
    164.         go.GetComponent<RawImage>().color = Color.yellow;
    165.         if(inventoryIndexer.ContainsKey(currentIndex))
    166.             DisplayDescription(currentIndex);
    167.  
    168.         if (isDragging)
    169.         {
    170.             overSlotName = go.name;
    171.             slotTag = go.tag;
    172.         }
    173.     }
    174.  
    175.     //Resets Highlight to normal/ Clears Discreption
    176.     //if isDragging = true clears current Slot's(overSlotName) name
    177.     public void OnPointerExit(GameObject go)
    178.     {
    179.         if (go.GetComponent<RawImage>().texture != null)
    180.             go.GetComponent<RawImage>().color = Color.white;
    181.        
    182.         else
    183.             go.GetComponent<RawImage>().color = Color.black;
    184.  
    185.         DisplayDescription(30);
    186.         if (isDragging)
    187.         {
    188.             overSlotName = "";
    189.             slotTag = "";
    190.         }
    191.     }
    192.  
    193.     //if(!slot empty) registers from currentSlot tempIndex and tempValue(values are based on inventoryIndexer)
    194.     public void OnBeginDrag(GameObject currentSlot)
    195.     {
    196.         isDragging = true;
    197.         int currentIndex = GetNumericValue(currentSlot.name) - 1;
    198.         initialSlotIsEmpty = true;
    199.         if (inventoryIndexer.ContainsKey(currentIndex))
    200.         {
    201.             initialSlotIsEmpty = false;
    202.             currentSlot.GetComponent<RawImage>().texture;
    203.             tempIndex = currentIndex;
    204.             tempValue = inventoryIndexer[currentIndex];
    205.             currentSlot.GetComponent<RawImage>().texture = null;
    206.         }
    207.     }
    208.  
    209.     //if drag is ended over other slot updates inventoryIndexer[]
    210.     //uses tempIndex and textValue both get Defined in (OnBeginDag) from initial slot dragged
    211.     //if ended over other occupied slot it swaps by registering accordingly values to indexes
    212.     //lastly calls DrawInventory to update graphics so Inventory displays updated inventoryIndexer
    213.     public void OnEndDrag()
    214.     {
    215.         if(overSlotName != null && !initialSlotIsEmpty && slotTag.Equals("Slot") )
    216.         {
    217.             int overSlotIndex = GetNumericValue(overSlotName) - 1;
    218.             if (!inventoryIndexer.ContainsKey(overSlotIndex))
    219.             {
    220.                 inventoryIndexer.Add(overSlotIndex, tempValue);
    221.                 inventoryIndexer.Remove(tempIndex);
    222.                
    223.             }
    224.             else if(inventoryIndexer.ContainsKey(overSlotIndex))
    225.             {
    226.                 inventoryIndexer[tempIndex] = inventoryIndexer[overSlotIndex];
    227.                 inventoryIndexer[overSlotIndex] = tempValue;
    228.             }
    229.         }
    230.         isDragging = false;
    231.         DrawInventory();
    232.     }
    233.  
    234.     //Gets slot's index matches up item from that slot and sends Descreption.text in predefined UI.text
    235.     void DisplayDescription(int slotIndex)
    236.     {
    237.         if(slotIndex == 30)
    238.         {
    239.             descriptionText.text = "";
    240.             return;
    241.         }
    242.  
    243.         Item item = ConnectItemWithIndexer(slotIndex);
    244.         descriptionText.text = item.itemDescription;
    245.     }
    246.  
    247.     #endregion
    248.  
    249.     #region GeneralUtilityFunctions
    250.     //extracts numeric value from string (max 2 numbers) as an int
    251.     //example GetNumericValue(Slot13) = 13
    252.     int GetNumericValue(string s)
    253.     {
    254.         double a = 0;
    255.         double b = 0;
    256.         int theValue = 0;
    257.         int amount = 0;
    258.         for (int i = 0; i < s.Length; i++)
    259.         {
    260.             if (char.IsDigit(s, i))
    261.             {
    262.                 amount++;
    263.             }
    264.         }
    265.         for (int i = 0; i < s.Length; i++)
    266.         {
    267.             if (amount == 1)
    268.             {
    269.                 if (char.IsDigit(s, i))
    270.                 {
    271.                     b = char.GetNumericValue(s, i);
    272.                 }
    273.             }
    274.             else if (amount == 2)
    275.             {
    276.                 if (char.IsDigit(s, i))
    277.                 {
    278.                     a = char.GetNumericValue(s, i);
    279.                     b = char.GetNumericValue(s, i + 1);
    280.                     break;
    281.                 }
    282.             }
    283.         }
    284.         theValue = (int)(a * 10 + b);
    285.         return theValue;
    286.     }
    287.     #endregion
    288. }
     
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  7. CrisisSystem

    CrisisSystem

    Joined:
    Oct 7, 2015
    Posts:
    124
    That moment when you finally solve getting smooth camera follow + mouse orbit + prevent wall clip working together the way you intended it to.

    That one hurt mah brain meats.
     
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  8. NoCakeNoCode

    NoCakeNoCode

    Joined:
    Aug 27, 2015
    Posts:
    21
    Drift Quest , a small side project to keep myself busy while looking for a job haha

     
    Honky, Fera_KM, Master-Frog and 8 others like this.
  9. CrisisSystem

    CrisisSystem

    Joined:
    Oct 7, 2015
    Posts:
    124
    Brilliant!
     
  10. Rbn3D

    Rbn3D

    Joined:
    Jun 3, 2013
    Posts:
    8
    Working on an editor extension, TextureTweaker, lets you adjust brightness, contrast and so on of any texture right inside Unity.




    There are still a lot of work on adding new features, just proof of concept at the moment.
     
    Fera_KM likes this.
  11. Eitapoh

    Eitapoh

    Joined:
    Mar 9, 2016
    Posts:
    8
    Hi, guys, my first project in Unity.

    I was planning to make a game but I was never good dealing with colors. So I begin to study this subject and to experiment. First of all, spreading colors around, not like an usual color picker, but in 3D scenes, so I could "fly" between these colors, trying to understand it better.



    We have three 3D areas, where the colors are spread on these little cubes (more than 1300 per scenario), following the RGB, HSL and HSV models.

    We also have a menu. Through this you can hide/show specific groups of color (like "100% of saturation", "shades of gray", etc).

    On the screen there is a group of information about the colors around you, and you can create/delete colors using the mouse.

    I hope in the future I can add some new tools, like create a color palette, export it, I don't know. It has begun as a tool for studies, and it has become this little freak first project in Unity. lol

    Here is one of a series of videos I have made to explain how it works. Unfortunately I didn't make english versions of these videos yet, but I'm posting this one here so you can have an idea of the project, how it looks:


    If you watch the video on Youtube, you can see the link to download it in the description, if you want to test it. The "game" itself has the English language option already, with the instructions required to use it.

    I think that's all for now. Thanks. =)
     
    Last edited: Mar 9, 2016
  12. CrisisSystem

    CrisisSystem

    Joined:
    Oct 7, 2015
    Posts:
    124
    Eitapoh likes this.
  13. brilliantgames

    brilliantgames

    Joined:
    Jan 7, 2012
    Posts:
    1,937
    Hey everyeone. As a full time game developer, I have always been a huge Goldeneye fan. I decided to make a Goldeneye remake for fun as a side project. This demo you see is the result of just a few days of work, using my FPS system and custom lighting engine. The demo is running in Unity engine and the Facility map is a direct rip from the game. Let me know your thoughts!

     
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  14. PandawanFr

    PandawanFr

    Joined:
    Nov 27, 2013
    Posts:
    68
    Hey, I'm kinda new to this thread, but yeah, still wanted to share what I was doing.

    So I am making a PvP/PvE (local) space game.
    There are for now only two players both on keyboard, but am working on adding Xbox controller support. (But not starting for now as I have to make my own input system because I can't edit in game inputs.) Anyways, you can just look at the video. Also, the players have a speed and slow ability, speed welp, makes you faster, slow, slows down others.



    (Btw, found out while recording that sometimes there are bugs where my players stay invulnerable (the blinking state after getting hit), I have no idea how to fix it, will look more into it)

    So yeah, still working on it... Also, I would like some help because of controls.
    Basically, the player one is fine, wasd to move, space to shoot, q to slow, and e to speed.
    But I really don't know what to do for player 2 which would be comfortable... I also want it to be comfortable for most keyboards
     
  15. reef99

    reef99

    Joined:
    Feb 3, 2016
    Posts:
    7
    Hi that looks like a pretty cool Prince of persia remake, there are not enough good ones out there, hope it comes together for you.

    Also Im assuming that the character or animations are just for prototyping? But the level pkatforms and the fall damage looks spot on.
     
  16. Eitapoh

    Eitapoh

    Joined:
    Mar 9, 2016
    Posts:
    8
    I remember playing some games where one guy was on keyboard and the other guy was using the mouse. What about the idea of player 2 using the mouse? Clicking with right button where he wants to move and left button for shooting. Hmmm... maybe unbalanced, just an idea. XD

    A suggestion: an image on background. It would bring a more intense sensation of movement.

    By the way, it has potential to be very funny.
     
    Last edited: Mar 16, 2016
  17. falcocanning

    falcocanning

    Joined:
    Feb 5, 2015
    Posts:
    3
    I made this astronaut and placed him in a scene.

     
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  18. Eitapoh

    Eitapoh

    Joined:
    Mar 9, 2016
    Posts:
    8
    I never played Goldeneye, but it looks nice. At 11 seconds the game really brings a new level of violence in video games, attack in potty time, what a terrible death! X)
     
    CrisisSystem likes this.
  19. CrisisSystem

    CrisisSystem

    Joined:
    Oct 7, 2015
    Posts:
    124
    Such a crappy way to go. :S
     
  20. PandawanFr

    PandawanFr

    Joined:
    Nov 27, 2013
    Posts:
    68
    1. Maybe but that would seem a bit weird, instead of clicking where the player wants to go, I may do somewhat like Agar.io where you point where you want to go, and then just put some sort of button to enable and disable moving, but then I can't make the rotating movements...

    2. What do you mean by that, it has a background? or do you mean some sort of planets floating around or something? I could do that!

    3. Yeah, I am making this for a competition at my school but plan to release it later once I add more stuff to it!


    EDIT: About n1, I could exactly like Agar.io, whenever you point somewhere the ship will rotate automatically to face the mouse! I'll see if I can do that!
     
    Eitapoh likes this.
  21. 600

    600

    Joined:
    Dec 18, 2013
    Posts:
    385
    Hello!

    Before making a new WIP topic decided to share some videos here from my upcoming game I am working on.

    Testing a 3rd person & car controller multiplayer functions.
    Get in/out car + lights + engine repair.



    Thanks!
     
  22. eDmitriy

    eDmitriy

    Joined:
    Aug 22, 2013
    Posts:
    13
    Pre-rendered graphics for android
     
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  23. CrisisSystem

    CrisisSystem

    Joined:
    Oct 7, 2015
    Posts:
    124
    Been mostly knocking off programming tasks for the past few weeks.. getting customizable skin tones and clothing working, and getting the workflow nailed down for adding more. Hit lots of milestones and dismantled a few roadblocks.. getting pretty good at this. Won't be long now before it's starting to look pretty kickass, imho.

    Gotta tweak some uvmap compression settings though.. the solid color portions of the pngs appear to have lines through them. I assume it's a compression thing, at least.
     
  24. 600

    600

    Joined:
    Dec 18, 2013
    Posts:
    385
    Shots fired, seats taken!


     
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  25. Bleackk

    Bleackk

    Joined:
    Feb 7, 2016
    Posts:
    6
    Hello. I'm a newbie Developer, not even that really. I've been working on a small time game, it's still early in development but there's stuff to show allready. Here you have the link and below i'll explain the concept.

    https://drive.google.com/open?id=0BwbZFGManuhlSmdvZmhCc2Q2MkU



    Main Concept: It's to create a Virtual Pet Game with the mechanics of a Clicker game/Incremental game.
    Here's how it would work
    1. Click to get cash
    2. Buy upgrade to get more cash
    3. Click more
    4. Buy upgrade to get more experience per second
    5. repeat
    After a certain experience has been reached the pet would grow a little, and the process would be repeated until it dies and you basically win the game, you have to do everything a virtual pet has, clean it, feed it, play with it. But to do those things you have to buy stuff and repeat the process.

    Graphics: Don't worry, they are under the way, i still have to make an animated avatar, items and upgrades.
    (hint: on the right row you have the Upgrades, the first one is for 10/cash and the second is for 100/cash. click to get more money per click)

    Music: I expect it to be something 8Bit-ish but i'm not sure yet.

    Expectations: Not aiming extremely high but i think it'll work.

    Issues I know of: The right row is White text on white background, the background graphics are just squares of blue, working on that part. No music, no click sounds nothing audio related is implemented, the resizing of the window my F*** your game up if it's too small, if it's too big the windows stop streching and it'll look weird. Working on those too.

    Feedback Please
     
  26. gamadgames

    gamadgames

    Joined:
    May 31, 2014
    Posts:
    141
    Hello guys,
    So I created this game within 5 Hours. In this game you need to get the highest score.
    You do that by jumping as high as possible (it is a 3d infinite jumper).
    I only created it for fun, but now somebody said that I need to release it, what do you guys think about it?

     
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  27. sstrong

    sstrong

    Joined:
    Oct 16, 2013
    Posts:
    2,251
    For Landscape Builder we're currently reviewing our roadmap and trying to prioritize things. Here's what we currently have in no particular order. When you are creating a 3D exterior scene, what's important to you? Feel free to add more items to our list.

    Lighting
    Trilight Ambient Mode support
    Moon phases

    Dynamic Weather - rain, procedural clouds

    Integration with water systems (currently supports Unity v4 and v5 standard assets). e.g. Aquas

    FilterType - Texture
    Tree, grass and/or mesh placement by texture.

    FilterType - Sun Rotation
    Tree, grass placement based on morning/afternoon sun

    Erosion modifier

    Topography
    Layers - apply different topography based on height zones (think sea shore, coastline, plains, foothills, mountain tops)
     
  28. djarin

    djarin

    Joined:
    Apr 9, 2016
    Posts:
    1
    Hey all,

    Here is a colorful 3d puzzle environment I've been playing around with. The demo shows only one of the puzzles but gives an idea of the vibe im going for.

     
  29. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
    Posts:
    511
    Figured I'd put my first project up on display here. It's a fairly straight-forward Tower defence game featuring 9 turrets and 5 enemies (more will be added). Most of the coding is pretty much finished (except some optimization needed on a few scripts), have roughly 10 more levels to make and obviously there is some overall polish needed here and there. :)
     

    Attached Files:

    CrisisSystem likes this.
  30. eDmitriy

    eDmitriy

    Joined:
    Aug 22, 2013
    Posts:
    13
  31. trudeaudm

    trudeaudm

    Joined:
    Apr 17, 2013
    Posts:
    116
    Some progress on my game Planetes
     
  32. GarrettCMiller

    GarrettCMiller

    Joined:
    Jan 20, 2013
    Posts:
    30


    A game I made 4 years ago in Unity based on a 2D game I made 12 years ago at Full Sail, based on Doom. This is the game in VR, converted in a week. I claim free use based on the fact that I made it (and still work on it) while in college, intend to make zero money from it and because I intend to use it as educational material when I become a teacher of video game programming.
     
    CrisisSystem likes this.
  33. Kondor0

    Kondor0

    Joined:
    Feb 20, 2010
    Posts:
    601
    Starting a new project. Basically a tactical RPG with anime styled mechas and permadeath for your companions.






    I'll start a thread when I have something more substantial.
     
    RavenOfCode and CrisisSystem like this.
  34. _M_S_D_

    _M_S_D_

    Joined:
    Nov 12, 2013
    Posts:
    511
    Simple tool so I can read image data and create and automatically tile sprites in 2D game. (needed for easier matching of rooms over the whole map) :) Still a bit rough around the edges.
    levelmaker.gif
     
    GarBenjamin likes this.
  35. puppeteer

    puppeteer

    Joined:
    Sep 15, 2010
    Posts:
    1,282
    This one is a remake of one of my earliest Flash templates, based on code from another unity template I made ( shooting gallery ). The main challenge for me was when trying to call the Animator component which doesn't seem to react very well to triggers in the script; for example Animator.SetBool() didn't trigger the animation state reliably ( sometimes played the animation with a delay ) enough for a fast paced game, so I had to resort to using Animator.Play() to get the moles to respond to the hammer on a frame's notice.

    Anyway, here's the result:

     
  36. trudeaudm

    trudeaudm

    Joined:
    Apr 17, 2013
    Posts:
    116
    Working on creating a liquid physics for my game Planetes.

     
    Last edited: May 19, 2016
  37. Kondor0

    Kondor0

    Joined:
    Feb 20, 2010
    Posts:
    601
    I realized that I don't have the assets and resources to reach the quality and style I want with my mecha RPG idea (yet) so I decided to focus in another project: a monster tamer tactical RPG. Provisional name is Beastmancer.

    Here's a few tests:



     
    Master-Frog and Doidel like this.
  38. Doidel

    Doidel

    Joined:
    Jul 10, 2013
    Posts:
    12
    Nice grid system. I did something similar, but with hex, that's why I'm inspired to show a little video of it here too ^^ Fits the mood, so to say.
    I didn't do any editing and it's my first Unity project ever. And the sound is very low, sorry.. x/

     
  39. SkyYurt

    SkyYurt

    Joined:
    Dec 12, 2010
    Posts:
    234
    Working on Squad-based AI:

    ai3.PNG
     
  40. dibdab

    dibdab

    Joined:
    Jul 5, 2011
    Posts:
    976
    mixamo get-in animation with iK
    GifCapture-201605272207521186.gif

    GifCapture-201605272207521286.gif
     
  41. kenaochreous

    kenaochreous

    Joined:
    Sep 7, 2012
    Posts:
    395
    I'm looking to get some feedback on my K.I.S.S first person controller script. It utilizes both mouse look and WASD movement in one script. All you need to do is attach the script to a charactercontroller and parent a camera to the charactercontroller in order to try it out. I would like to see if there are any improvements that could be done to it.
    Code (CSharp):
    1. using UnityEngine;
    2. using System.Collections;
    3.  
    4. public class FirstPersonController : MonoBehaviour {
    5.     public CharacterController controller;
    6.     public Vector2 rotation;
    7.     public Vector3 movement;
    8.    
    9.     public float movementSpeed = 5.0F;
    10.     public float mouseSensitivity = 5.0f;
    11.     public float clampAngle = 90.0f;
    12.     public float jumpSpeed = 20.0F;
    13.    
    14.     void Start(){
    15.         controller = GetComponent<CharacterController>();  
    16.     }
    17.     void Update() {
    18.         rotation.y += Input.GetAxis("Mouse X") * mouseSensitivity;
    19.         rotation.x += -Input.GetAxis("Mouse Y") * mouseSensitivity;
    20.         rotation.x = Mathf.Clamp(rotation.x, -clampAngle, clampAngle);
    21.         transform.rotation = Quaternion.Euler(rotation);
    22.        
    23.         if (controller.isGrounded) {
    24.             movement = new Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical")) * movementSpeed;
    25.             movement = transform.TransformDirection(movement);
    26.             if (Input.GetButton("Jump")){
    27.                 movement.y = jumpSpeed;
    28.             }
    29.             else if (!Input.GetButton("Jump")){
    30.                 movement.y += Physics.gravity.y;
    31.             }
    32.         }
    33.         else if (!controller.isGrounded) {
    34.             movement.y += Physics.gravity.y * Time.deltaTime;
    35.         }
    36.         controller.Move(movement * Time.deltaTime);
    37.     }
    38. }
     
  42. Aiursrage2k

    Aiursrage2k

    Joined:
    Nov 1, 2009
    Posts:
    4,835
  43. Kondor0

    Kondor0

    Joined:
    Feb 20, 2010
    Posts:
    601
    Time to test a small transition from exploration to combat:



    I'll probably start a proper devlog for this game during this week.
     
    Doidel likes this.
  44. SkyYurt

    SkyYurt

    Joined:
    Dec 12, 2010
    Posts:
    234
    Began completely rewriting the cover system of my squad-based AI.
    The goal is to spare the dev of placing cover spots manually, by having the system automatically generate cover spots using the geometry of the level.

    Still WIP:
    ai7.PNG
     
    LeftyRighty likes this.
  45. ThisIsNotMe

    ThisIsNotMe

    Joined:
    Jun 1, 2016
    Posts:
    1
    4 Corners
    Goal is to make it to all four corners, then back to the centre without being hit.

    http://badname1.github.io/


    Known Problem:
    Fast blocks do not lose their momentum when hitting walls
     
    tobiass likes this.
  46. Sehlor

    Sehlor

    Joined:
    Feb 10, 2012
    Posts:
    199
    Finished UP Game Launcher / Character Creation. Both Server and Client Side.






    Thing are looking good. ( UI Needs improvement, hate my graphical combination skills as a programmer :p )
     
  47. Multidevan13

    Multidevan13

    Joined:
    May 28, 2016
    Posts:
    32
  48. SkyYurt

    SkyYurt

    Joined:
    Dec 12, 2010
    Posts:
    234
    Progress on the cover spot generator for my Squad-based AI:

     
  49. StaggartCreations

    StaggartCreations

    Joined:
    Feb 18, 2015
    Posts:
    2,260
    I'm cooking up an editor window which encompasses all the graphical options I often use. Never understood why the fog color was under the Lighting tab, even though it works with the Global Fog component.

    And since I'm often (every time) fiddling with settings I'd like to be able to save and load presets.
     
  50. palestrinaofmuffin

    palestrinaofmuffin

    Joined:
    Jun 20, 2016
    Posts:
    2
    Hey this is one of my first projects
    http://gamejolt.com/games/memory-palace/156536
    Its like a simple way of utilizing the memory palace idea to memorize stuff. It lets you post inputFields all over a room and fill them out. The downloadable version has a save feature (albeit crappy) Let me know what you think. The thing i really need help with is to make it look a bit nicer just with lighting and stuff i know its possible but its beyond me. Thanks!