Hi people, I started to work with a programmer on a personal game project, it will be a classic top down ship shooter for iPhone/iPad, the project has no title yet and as we are working on it on our free time we don't know how many time will take its development.
Here are the first ships that I made for this project, I'll keep posting on this thread pictures of all the models related with this project.
I hope you like it, as always crits and comments are welcome
This dragonfly like ship will be the smallest boss.
Replies
Just a small update and a video
[ame="http://www.youtube.com/watch?v=93flBUH4Sq8&fmt=18"]Shooter W.I.P. - YouTube[/ame]
@Kbrom12: I'm trying that the graphics have retro look to the game experience be similar to the one of the old games, but using current technology
@letronrael: We're using Unity 3D
maybe its an issue u know and will fix, just mentioning though
@laperen: the game is on the earliest stages of its development, so all the things are really W.I.P. for now. We have to tweak and improve all the aspects.
@Meliucar: thanks! most of the particles are still placeholders, we have to improve them, but probably we keep the "boom" efect adding more variants
Just an update of the environment, I added a lot of small elements to the scene, I'll keep adding elements the next days.
@Darkleopard: We already augmented a bit the size of the ships, but once I finish the environment I must tweak the color scheme of the enviro and the player ship to separate them a bit more.
Just an update of the city, I added some more props and decals (ships are resized too)
[ame=http://www.youtube.com/watch?v=hg-D8tTrZbA&feature=plcp&fmt=18]Shooter W.I.P. - YouTube[/ame]
Long time without posting anything about my project, I was pretty busy at work lately, so I didn't have too much time to work on our own project and it is still on course, slowly but surely
We started to use "Full Blast" as working title for our project, maybe we change it in the future, but for now it is better than just "Shooter"
First level is almost done, here you can see some screenshots both from Max and from the game itself. As you can see, finally we use a top down camera instead of the isometric one, which looks more cool, but creates some gameplay issues.
You also can see a couple of videos
[ame="http://www.youtube.com/watch?v=nVG9gtLOb68"]Tileset City (3ds Max) - YouTube[/ame]
[ame="http://www.youtube.com/watch?v=VGpW-m5ok98"]Tileset City (ingame) - YouTube[/ame]
a) you should make the player ship spin a little when it goes left and right
b) you are wasting that content with that view! you should have a special zoom through mode from afterburner view that would be cool.
c) the enemy ship animation is a little mechanical and lifeless. (maybe record a few spin roll paths for the enemy ships?)
d) you should pack even more particles in, i always do.
really amazing new look to it tho... my graphics have never been at this stage before, but i have made a few next gen top down shooters, mine are REALLY hectic a thing i had in mine was warning buzzers when enemy ships come in, it kinda makes it exciting when that happens, but in my game it was all going 100000 miles an hour, it was psycho.
In fact it does, but just on the compiled version for mobile and tablet devices, the video is taken from the editor on a PC.
all the content is visible ingame, we just leave a bit of margin to the camera pans a bit to left and right wen the player moves horizontally to make the game a bit less oppresive
The programmer is working on that
For now particles are just placeholders, we will improve all of them, but I don't think that we add more of them, because particles are one of the bottle necks that we have to get a decent framerate on handheld devices.
hah, I already have a programmer for this project, but thanks anyway for your offer
I forget to post it yesterday, it is just a spoiler of the incoming enemies
i kinda agree that city feels a bit dull at the moment. perhaps there are some ways to make it less monochrome while retaining relative clarity.
how about the building, are they in each gameobject or all tilesets in one fbx?
good work dude!
Yep, many people said it to me... maybe I change the ship color in the future
This is not doable, because we have also enemies on the ground, we had to fake the collisions to they work as 2D but all the graphics must be drawn in 3D.
Yep, I'm working on that, the last thing that I did was tint a bit the lightmap, in the last video it looks a bit less desaturated. Anyway in the videos the compression makes it much more monocrhome than the game itself, in the screenshots you can see much better the actual color
All lighting is baked, I use a 2048 lightmap for the whole level and the level is compounded by 5 different geometry tiles (about 10k tris each) which are placed randomly along the game, so each game in fact is different
Just another update of our project: the first land enemy and a new video, this time captured directly from the tablet.
[ame="http://www.youtube.com/watch?v=nn6SWSpUP_I"]FullBlast teaser - YouTube[/ame]
What is the resolution? should consider to do a pc version as well and try it to sell from steam, gamepad compatibility or cursor, space and Alt keys works very nice
Cheers!
Yep, it looks much better, but we had a lot of gameplay issues and finally we had to use the typical straight top down camera... I guess that it is the reason because ther is not any isometric shooter.
The resolution depends on the device, on my Samsung galaxy tab I run it at 1280x800. We are focusing on Android and iOS devices for now, but once the game be released if we get a decent sales we will port it to more platforms of course , maybe PC, Mac, Ouya, etc...
The cars driving on the ground just be at the first level, next levels the city will be more and more destroyed and the cars will be replaced by land enemies.
More updates of our project:
Following the advices of many artists in this forum, I changed the player ship colors for a more eye catching color escheme, I think that it looks much better now
some concepts
A new enemy ship
We decided to use a comic like picture for each level in the loading screens, here is the first test that I made
I didn't remove any polygons on the bottom of the ships because they rotates sometimes, so all their parts may be visible but I did it on the environment, I removed all non visible polygons: all the backside ones and the left side ones on the buildings from left side to center and right side ones on the buildings from right side to center. It saves about a 20% (or even 30% in somes cases) of the global polycount and helps a lot to improve the performance.
As always crits and comments are welcome