Hey Guys,
I'm finally back into the swing of things. Before I left for my honeymoon I decided I wanted to try and make a game. Even if it's a single level or a vertical slice of a game, I would still try to make one. I've been teaching myself some C# in unity and have built a few things but now I'm taking everything I've learned and all of the tutorials I've gathered and putting in them into a single project.
While at home I'll be doing all of the coding and I'll update this thread once I have something to share, I'll be doing the art for the project during my lunch periods.
I've started some of the art style tests already. I wanted to make something that was easy to make and didn't take forever to create. So I'm going with a low poly approach with a very simple texturing style.
These are all rendered in max at the moment. Here goes nothing! I'll update this thread as I progress and once I get my unity web demo up and running I'll post it as well. As always Comments and Critques Welcome
Replies
I like the style you're texturing in though, and would love to see what you do with the environment.
Sidenote: your Portfolio link sends me to your stuff on the asset store.
I've got a small update this week. I've put a bit more time into the tileset, still needs ceilings and some support structures, but it's getting close.
On the code side, I've got health and armor pick ups working. I've got the player dieing if they take too much damage. I've also got a super hacky shotgun working.
Yeah I'm thinking for now I'm just going to do diffuse maps, I might add normals with Ndo2 later. Main reason is I'm trying to keep the process as speedy as possible.
Also here is a webplayer demo of the shotgun at the moment. I still need to clean up the animations and tweak when the brass ejection happens.
I'm always try to get some enviroment done and always struggle on the projects scale.
Seems I have to learn more modular workflows.
arena.pixelgraffiti.net
I also wrapped up the super shotgun and got that to where I wanted it. I wanted to take some time to put some environment stuff together, so I can start to develop the levels look and feel and test out some movement.
So I made some crates!
What FPS doesn't have crates, haha. Everything looks flat because I have no lighting in the scene at the moment. Next week I'm going to take some time and mess around with the lighting a bit to see what I can get looking good.
Comments and Critques welcome, next week I will also have a new web build up.
Cheers!
Link here.
Also fixed the locked cursor issue!
Is it just a temporary input for the jump?
Also, I'm liking the boxes, those are some nice boxes.
I have some more in progress screen shots of a few things here. I've got some generic fps hands made, not animated yet but they are placed statically on the shotgun.
I've also made the blaster and I'm working on some switches for the environment.
I have some basic AI shooting at you in the last screenshot. All of this can be seen in the webplayer build. As always feedback and critiques welcome!
I didn't have a ton of time to work on things last week. I did make the map a bit more exciting and got the keycards and doors in there.
I'm also working on some switches, started to texture them last week and hoping to have them done this week. Progress continues!
Some small updates here. I've got my blaster up on the unity asset store and Started to work on my machine gun.
I've also updated the webplayer with my latest AI. Feel free to try it out and let me know what you think! I know there are some bugs here and there that need to be fixed but if you notice anything super weird let me know!