my new game has finally made a public appearance with screenshots and a small ingame trailer we posted it on indie db because they are having a unity contest right now where you can win some pro licenses ... and i really want one of them pro licenses *shackingfist*
some technical trivia:
-all lighting is dynamic
-all shadowing is hand-painted
-almost everything is made with vertex colors !
-what few textures there are were 100% hand painted
-no post filters what so ever
-runs on a pentum2 450 mhz with a geforce2mx at 10-20 fps ^^ !
-the team is me, 3 programmers and a freelance composer ( who i would highly recommend: ´
http://www.harrymack.com/ )
get the trailer and more info here:
http://www.indiedb.com/games/pirates-of-new-horizons
cnc more than welcome !
Replies
mind to share some details about the way you want to make money out of it? Winning just a contest is not enough
Though some of those animations on the main char are pretty bad. They are sloppy and feel unfinished.
muzz you have to consider, and while i agree with you this guy is crazy enoug to do almost anythin alone besides code stuff :O
gratz man
because even though importing assets into unity is SUPER easy (the easiest pipeline ever actually ) as far as lighting, shadowing, post filters and shaders are concerned there is not a lot to tweak for you !
Btw, what's with the Ninja at the start? You cant have ninjas in a game about pirates unless they do battle!:P
it look good so far.
I know sanderDL already asked about Unity, but could you give some of your thoughts on working with it? Was there a lot of trickery to get things to look the way you wanted in Unity?
@Tumerboy we try to have the prototype out before the end of the summer *fingers crossed*
@Ooghijmiqtxxa: oh yes ! and i am not even sure if i am there yet i still would like it to look different so we had to write a custom shader that displayed vertex colors but really i would also love to have a mario galaxy esque Fresnel outline around a lot of things but that is where my shader code skills fall flat there is no artist friendly shader authoring you have to pretty much life with what ever unity comes with ! performance wise id recommend choosing "A" shader (singular) that fits the style of your games assets and than using that absolutely everywhere ! i decided on a very simple defuse vertex color shader with a slight emmisive property !
one year of searching and engine than one year of tinkering around with untiy without coders and getting nothing done and than 3 month of fulltime production !
This looks awesome and for a one man job this is pretty insane! Loving the art and the environments Looks pretty fun! Hope you get someone to help you with touching up on the animations though, it'll make things shine even more
http://www.indiedb.com/news/unity-giveaway-contest-finalists