Hey fellow polycounters. Beside my work and my masterthesis i´m working on a small unity game.
It´s a 3d space shooter shown from a top-down perspective. I´m currently working on the game mechanics and multiplayer functionality. At the moment i´m using photon as my network service but Unity 5 should get some new networking system so i guess i will switch to the new one when it´s out
.
I started to learn programming with c# for this project. My programming skills are worse but some of the mechanics already work
. If you pick up a container it gets spawned behind you (but only if you fly the utilitycraft, the fighter cannot carry containers). The container will contribute to your ships mass so it will be harder to control!
The game will have a "capture the flag" game mode, but in this case its a "capture the container" mode
.
Most of the models are created as highpoly meshes in softimage. Only the asteroids are modeled in zBrush. Currently the backgrounds are from the asset store (except of the planets) but i want to create some by hand later
.
All normal, ao and cavitymaps we´re created using xNormal.
I painted the textures at my workplace with mari which made the process really easy.
In Unity i´m currently using the "old" shaders, i don´t want to adapt this to the new "standard" shader because i want to keep the stylized look.
Replies
I subscribed to the thread, hopefully there will be more updates soon!
I´m trying to work with the new unity 5 networking tools at the moment. First i converted all of my existing assets to unity 5 which was really easy.
I´ve also rewritten some of my old scripts. The graphics are still 3D, but the gameplay is now handled in 2D.
Today i´ve managed to get the Ship Thrusters working over the network. Below is a screenshot with one ship rotating, you can see that the ship thruster displays on all 3 clients .
Now i need some cool animations for the ships when they rotate or thrust
But i´m really happy that the animations are shown over the network and that all of the objects appear at their correct positions.
[ame="https://www.youtube.com/watch?v=OIVxEYNQ4JA"]https://www.youtube.com/watch?v=OIVxEYNQ4JA[/ame]
The video of the in-engine play very well. Nicely done!
Currently i´m doing a lot of scripting to get some basic singleplayer gameplay done and after hat i will continue with the multiplayer mode. But since i´ve to write my master thesis i don´t have so much sparetime to work on this project.
To avoid collisions the ai ships have a trigger in front of them that detects asteroids, containers and other ships.
For this video the player is unvulnerable, otherwise the ai would have killed the player with 2 or 3 bursts
In the next to months i have to concentrate a bit more on my master thesis, but after that i will continue with this project .
I want to add one big enemy ship with 2 or 3 turrets and static enemies like turrets.
A few weeks ago i created a static enemy for my game.
It´s a small turret.
But great job! I will follow this closely ^^