After way too many design changes and much learning and tinkering myself and Ilya Nedyal
ready at last to show the game off and get some feedback from the
community.
The game was made in Unity and its about a little alien journeying
through the galaxy in his uber-ship with you as the unseen overseer
making sure he lives to tell the tale.
Here's a few of the models we used. Since the ship was destructible we had it broken up into many parts, so many of the panels in the image are detachable with interior geometry.
We're writing up a graphics optimization article about the game, in the meantime, here's a gif!
i was reading your article, and if possible would like a bit more information or examples on the following:
"Since we wanted to keep draw calls to a minimum we used the simplest shaders we could. For the most part they had a color map and a simple matcap texture to fake colored reflection."
So what are you doing to the shader in unity to get that reflective property?
Replies
of the panels in the image are detachable with interior geometry.
We're writing up a graphics optimization article about the game, in the meantime, here's a gif!
We've posted an article about optimizing graphics for Alien Smash in Unity. Have a look!
http://loknar.com/alien-smash-graphics-optimization-with-unity-engine/
"Since we wanted to keep draw calls to a minimum we used the simplest shaders we could. For the most part they had a color map and a simple matcap texture to fake colored reflection."
So what are you doing to the shader in unity to get that reflective property?
We used free MatCap shader for untiy, you can download it here:
https://www.assetstore.unity3d.com/en/#!/content/8221
The reflections are just painted on top of matcap texture, and don't have impact on performance.