Search Unity

Small WIPs that do not need their own thread (2012)

Discussion in 'Works In Progress - Archive' started by cupsster, Jan 2, 2012.

Thread Status:
Not open for further replies.
  1. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,424
    I think the depth of field is a bit off, looks pretty blurry at the front of the car. apart from that it looks awesome.
     
  2. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
    Beagle.

     
  3. Florian Schmoldt

    Florian Schmoldt

    Joined:
    Jun 19, 2012
    Posts:
    18
    Very nice Beagle ! At first it looked like a Y-flipped normal but he gets lit from underneath (?)
    Anyway, solid modeling :)

    It hides the low-polyness but yeah, still too much. I'm trying to figure out how to autofocus on the center of the screen.
     
  4. janpec

    janpec

    Joined:
    Jul 16, 2010
    Posts:
    3,520
  5. HolBol

    HolBol

    Joined:
    Feb 9, 2010
    Posts:
    2,887
    There's a script on the unify wiki that does autofocus; it might be what you need.
     
  6. Florian Schmoldt

    Florian Schmoldt

    Joined:
    Jun 19, 2012
    Posts:
    18
    Thanks a lot! Can't wait to test it :)
     
  7. nipoco

    nipoco

    Joined:
    Sep 1, 2011
    Posts:
    2,008
    Some digital painting stuff I did for Geppetto's upcoming RPG.
    $Portraits.png $Keep.png

    And a more cartoony illustration for a upcoming destruction derby-like iPhone game. Still WIP
    $splash 10-01-33.png
     
    Last edited: Jun 28, 2012
  8. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    320
    Florian Schmoldt NiPoCo fantastic stuff!
     
  9. Llama Fragments

    Llama Fragments

    Joined:
    Dec 10, 2010
    Posts:
    28
    So I've been making an FPS that takes place in post-post-apocalypse land. Here's a model for a pistol that I've been working on. 2.6k faces. I'd love to get some feedback on it!


     
  10. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,424
  11. UnknownProfile

    UnknownProfile

    Joined:
    Jan 17, 2009
    Posts:
    2,311
    Looking nice NiPoCo and Llama Fragments
     
  12. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    320
    Thats a fantastic effort, wonderful expression in this character as well.

     
  13. NomadKing

    NomadKing

    Joined:
    Feb 11, 2010
    Posts:
    1,461
    After a few weeks of distractions, I've finally managed to get back to the lighting tests I posted earlier in the thread and add some texturing to them! The doorway/door aren't finished and the wall looks a bit repeat-y at the moment, but that's just cause I haven't finished the other panel sections to add variation:

    It looks better in motion - I might post a video in a few days when we have the level generation up and running :)
     

    Attached Files:

  14. fivearchers

    fivearchers

    Joined:
    Apr 17, 2009
    Posts:
    716
    Still sneaking in a bit of dev time...after a few weeks I hope to start full time production:



     
  15. KelsoMRK

    KelsoMRK

    Joined:
    Jul 18, 2010
    Posts:
    5,539
    Decided to be spammy and cross-post.

    Finished up the basics for a UI system in Fractured State. It uses XML as a "scripting" language in order to build mesh objects as UI elements. These are then displayed using an Orthographic camera that renders on top of the main camera. You can layer elements on top of each other by using multiple <layer /> tags and setting the depth accordingly. The <images /> tag at the top builds materials at run time and sets UV coordinates on the mesh objects in order to correctly "chop up" the texture into separate elements. The advantage of this is that the UI is rendered in as few draw calls as possible (1 draw call per unique texture declared in <images /> so the more you can cram into the texture, the faster it will perform).

    Here's an example using my awesome programmer art.


    It also supports left click events for elements declared as a button and will automatically fullscreen elements, regardless of resolution, if it is set to fullscreen="true".
     
  16. virror

    virror

    Joined:
    Feb 3, 2012
    Posts:
    2,963
    This looks way better than the new mechwarrior online : )
     
  17. CharlieSamways

    CharlieSamways

    Joined:
    Feb 1, 2011
    Posts:
    3,424
  18. fivearchers

    fivearchers

    Joined:
    Apr 17, 2009
    Posts:
    716
    Well I don't know about that, but thanks! In motion, MW:O is stunning, I'm definitely not going to try and compete with them on graphics! (Plus it won't hurt that I'll be releasing well after it's been out for awhile!)
     
  19. TehWut

    TehWut

    Joined:
    Jun 18, 2011
    Posts:
    1,577
    If I didn't know any better, I would've thought this was taken right off an Xbox 360 game. That is a compliment if there is one ;)
     
  20. fivearchers

    fivearchers

    Joined:
    Apr 17, 2009
    Posts:
    716
    Thanks! And just to plug - we see Dexsoft's industrial 5 pack in there, and the scenery is from Landscapes part 1 from the asset store. My mechs started looking a whole lot better when I realized my gray bump map was not correctly being turned into a normal map by Unity3D.
     
  21. Finjitzu

    Finjitzu

    Joined:
    Sep 8, 2011
    Posts:
    160
    Well I've decided pay more of a direct homage to Battletoads with my hoverbike game. I was just going to have one toad-like mutant or something :p. But after making Pimple I thought I should just straight up make all three. I'm pretty happy with the way they turned out. First time using Blender, screen from Unity.





    Looking at it all I can see is how I cut corners. But going in to remodel, then re-seam, then UV, then texture, re-rig/vertex paint... don't got the energy, I'm going to call it good. This is probably as close-up as you'll get anyways.

    Now need to think of a cool scene for a character select location. Do some animations, then work on levels.
     
    Last edited: Jun 29, 2012
  22. Priske415

    Priske415

    Joined:
    Sep 10, 2010
    Posts:
    233
    Most recent work for Underverse online
     
  23. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    142
    Last edited: Jun 30, 2012
  24. RobinS

    RobinS

    Joined:
    Sep 2, 2011
    Posts:
    417
    Very nice design and texturing!.. like it a lot! ;-)
     
  25. KheltonHeadley

    KheltonHeadley

    Joined:
    Oct 19, 2010
    Posts:
    1,685
  26. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    142
    @Runeflako Walker Boys, Ideas for burgzergarcade just ideas from his since he is doing c# and I wanted to stay with js, a lot of trial and error. Searching the Unity script reference, unity answers, and the forums. Actually didn't know about your tutorials till clicked your link in your signature just a few minutes ago.
     
  27. KheltonHeadley

    KheltonHeadley

    Joined:
    Oct 19, 2010
    Posts:
    1,685
    Awh darn. ;)
     
  28. DOCSKI_GAMES

    DOCSKI_GAMES

    Joined:
    Apr 13, 2012
    Posts:
    139
  29. Priske415

    Priske415

    Joined:
    Sep 10, 2010
    Posts:
    233
    @teamINOV_(tahir) The game itself actually looks pretty nice, but the menus are really unprofessional. The art was clearly made for a top down view, but in the menus you have a camera showing angels that make the art look pretty poor. Close ups on textures that are to low res to be closed up on, and geometry that is really simple and sharp. Not to mention the really bland buttons.
    just my 2 cents.
     
  30. DOCSKI_GAMES

    DOCSKI_GAMES

    Joined:
    Apr 13, 2012
    Posts:
    139
    @Priske415:
    Thank you very much for your feedback and I agree totally, we'll take that into consideration for the next iteration of the menus, ofcourse this is just the first iteration and we are a 2 man team, which is why feedback is so crucial.

    [an optional request]
    Would you mind copying and pasting your feedback to the official thread?
    http://forum.unity3d.com/threads/13...pdown-shooter-official-thread?highlight=roots
    Just want to keep a more centralized location for useful feedback, thanks.
     
  31. nickavv

    nickavv

    Joined:
    Aug 2, 2006
    Posts:
    1,801
    I love the frozen-time flyaround, I think its great. I don't like how the whole interface bobs back and forth though
     
  32. KheltonHeadley

    KheltonHeadley

    Joined:
    Oct 19, 2010
    Posts:
    1,685

    Cubey is a timing based puzzle game we've just completed, the demo was released last night, please check it out and let us know what you think.

    http://indiedb.com/games/cubey

    Cheers
    Khelton
     
  33. nickavv

    nickavv

    Joined:
    Aug 2, 2006
    Posts:
    1,801
    Things are heating up, as I get my GUI together:



    (visual kerfuffle on the end of the fireball is because of screen refresh, not an issue in-game)
     
  34. DOCSKI_GAMES

    DOCSKI_GAMES

    Joined:
    Apr 13, 2012
    Posts:
    139
    Agreed, plans to remove that were already made.. thanks
     
  35. DOCSKI_GAMES

    DOCSKI_GAMES

    Joined:
    Apr 13, 2012
    Posts:
    139
    Last edited: Jul 2, 2012
  36. KheltonHeadley

    KheltonHeadley

    Joined:
    Oct 19, 2010
    Posts:
    1,685
    Our trailer is finished! Please check it out.

     
  37. Sargon_of_Akkad

    Sargon_of_Akkad

    Joined:
    Jan 16, 2011
    Posts:
    147
    Tower defence level for War Mages.

    Cool guys don't look at explosions!



    Some fun:

     
  38. drewradley

    drewradley

    Joined:
    Sep 22, 2010
    Posts:
    3,063
    I'm currently on day two of a five day break in which I hope to have a completed small tower defense (for lack of better term) with RPG-like rules. Here is my first prototyping with the Fury Framework. This is so low down on the production rung, I am not sure it even has a Greek letter. Made a few modifications to the framework, well the scripts I could easily change with out damaging too much. I changed it so it uses more RPG-like rules to hit and more like miniature games where they have a certain number of wounds they can take (from 1 up) before they die. You can hit Escape to pause. The buttons don't do anything there. Was just a quick way to add a simple pause feature. Still working on that. Going to be a button you press to speed up and slow down the game rather than a binary pause system. I just wanted to get a playable prototype up before going to bed tonight as that was my goal for day two. Still have miles to go before I sleep or some other literary reference of your choice.

    The units are all from DAZ and Renderosity (yes, I am using them legally). The terrain is the one that was included with the Fury framework as it was the only one I was able to get to work in Unity Free (it uses the Unity Navigation system). Lucky for me the terrain included is PERFECT for my scenario.

    Hope it doesn't suck too much. ;)

    (edit: Left click and drag to select both mechs or Right click one; left click on the ground to move selected mech(s). Left click on enemy to attack. Right click on enemy to see health. Don't bother with these as they only have one wound and die from one shot. But it's there for the big ones coming later. Move the mouse to the edge to scroll side to side, up nd down. Scroll wheel to zoom in and out. You can also move the camera with W, A, S,D)

    http://drewradley.com/test/WebPlayer/WebPlayer.html

    Here is what I plan to get done with the rest of the time I have: Make a base (duh) to defend and units who can run around and collect salvage from fallen units. This salvage will be used to repair your mechs and other combat units hen I make them. Oh, and to reload your mech as you will run out of ammo. You will be able to get upgrades to your weapons and new units with enough salvage but the horde will come on faster and faster and they will have their own special units.

    That's all I hope to get done by Wednesday night but other things if and when I have time will include strategic points such as getting a bonus for being on high ground; bonuses to defense and negatives to offense for moving; area effect weapons; and over heating. Since it is using the Fury framework, it will be multi-player, both co-op and against each other. Probably will come up with a name to go with it somewhere along the way as well. ;)

    Anyway, comments welcome and encouraged. My code-fu is weak but I'll do my best to take everything you suggest into consideration. Thanks!
     
    Last edited: Jul 2, 2012
  39. marcos

    marcos

    Joined:
    Oct 18, 2009
    Posts:
    592
    Started a little anatomy study, sculpted in the underlying muscles first then sort of built around that.

     
  40. Enzign

    Enzign

    Joined:
    Aug 20, 2010
    Posts:
    169
    That seems to be an interesting game. One thing that i noticed and that was quite disturbing for me is that the camera jumps with the cube sideways. But otherwise great job on the game!
     
  41. KheltonHeadley

    KheltonHeadley

    Joined:
    Oct 19, 2010
    Posts:
    1,685
    The character movement has been fixed although if the camera didn't move, several levels would be impossible. Thanks and if you have time try out the demo.

    http://indiedb.com/games/cubey/downloads
     
  42. Leiter Jakab

    Leiter Jakab

    Joined:
    Sep 25, 2010
    Posts:
    53
    I made a prototype for an action-puzzle game. It's a mix of Luxor and Pong. It's still a pretty rough version with bugs, but it's playable.

    You can check it here:
    http://onetinyleap.wordpress.com/demos/
     
    Last edited: Jul 2, 2012
  43. DavidB

    DavidB

    Joined:
    Dec 13, 2009
    Posts:
    530
    The wife and I decided to make a game together, just something small and silly, but so far it's coming along nicely. Game is called Angry Gnomes, and it's about an old lady who must defend her garden from being vandalized by .... Garden Gnomes :p

    Quick Screen of a developing prototype level to play with the mechanics. If you click the image, it links to a really basic web build where you can use the up/down arrows to change the hose's angle.


    I've gotten most of the basic mechanics out of the way, now I just need to refine them into actual game mechanics. More updates to come. I'm doing the art/programming, she's going to be doing music/sound effects.. and we both bonk heads over game design :p
     
  44. imaginaryhuman

    imaginaryhuman

    Joined:
    Mar 21, 2010
    Posts:
    5,834
    Believe it or not I'm actually making good progress on a slot machine game. Back in the 90's (I think) I made a fruit machine which was never released (I think, lol) in AMOS Basic on the Amiga (and I actually finished the game!!). So I thought to myself, I'm just going to get back to my roots and create a simple game that's colorful and fun. I've chosen a pirate theme (yes I know there's already several pirate slot machines out there, they're mostly pretty basic or not much fun). And casino games seem to be getting more popular lately on iOs etc.

    I'm also reviving the age-old Amiga technology of Color Cycling. I'm working on an editor named `Chroma` where you can create `color animations`. It even supports `layers` so you can add multiple effects/modifiers to various parts of a palette-animation sequence. It will run at 60 frames/second. I expect it to take about a week(ish) to finish it, then will start using it to assemble the game and add a unique style to the graphics (which I think will fit well with a slot machine). I'm looking to use RageSpline for the `shapes/buttons/objects etc` in the game, and my color cycling tech for the texturing/fill. I hope to have some screenshots or whatever in the next few weeks.
     
    Last edited: Jul 2, 2012
  45. xxxDjdogxxx

    xxxDjdogxxx

    Joined:
    Mar 28, 2011
    Posts:
    751
  46. nickavv

    nickavv

    Joined:
    Aug 2, 2006
    Posts:
    1,801
    Aaaand the other half of my HUD is done. What do you people think of the text in the bars?

     
  47. DOCSKI_GAMES

    DOCSKI_GAMES

    Joined:
    Apr 13, 2012
    Posts:
    139
  48. marcos

    marcos

    Joined:
    Oct 18, 2009
    Posts:
    592
    Little diversion from working on animations for my game:

     
  49. tra2002

    tra2002

    Joined:
    May 11, 2011
    Posts:
    142
  50. DOCSKI_GAMES

    DOCSKI_GAMES

    Joined:
    Apr 13, 2012
    Posts:
    139
    @marcos, I like the painted style
     
Thread Status:
Not open for further replies.