Hey guys, I originally wasn't interested in the sidescrolling theme but seeing everyone's ideas have inspired me and as I was starting to gear up to make a isometric jungle themed scene I thought I'd change gears to go with the sidescroller.
So I'm gonna go for a indiana jones temple of doom (first scene) kinda feel in the jungle then transitioning to some sort of mayan/ aztec temple underground cave thing.
Now my mood board/ semi layout is probably unintelligible to anyone but me but thats ok, hopefully itll all come together. Also I'm going to Mexico at the start of october so I've only got half the amount of time but thats ok this is mostly just for a bit of fun and to see what I can do in a month.
Assets Needed:
3D:
At least 3 types of trees
- Big branching, big butress roots, maybe a strangler fig version as well
- palm
- thinner branching
(make sure they have distinct silhouettes from different angles)
Vegetation - smaller palm bush, shrubs, vines - lots of vines
rocks - moss covered, etc
Helecopter crash (I'd really like to get this done, hopefully Ill have time)
Rope Bridge/ cliff face
Various aztec ruins - old arch, totems, maybe face carved into cliff side or overgrown tree
Temple
Torches
Spikes
Stone wall
Idol
2D:
Mountainous Vista
Skybox
Textures:
Dirtpath
Flowing water
Waterfall
Grass
Jungle trees
Ok wow thats alot of work ... Good luck everyone, and stay tuned for progress ... Hopefully
Replies
I'm gonna try to get alot of depth out of my scene (I know weird for a side scrolling game) and really try to push the colour pallet.
Anyway good luck
I also forgot to mention I'll be doing all this in Unity - so yeah rendered in Unity3D
Just a basic normal map and occlusion done from a Zbrush sculpt as a base so far.
I do have some critiques on the bridge. Right now the bridge is too noisy. Those wood planks don't need that much grunge, it's just adding buzz. Also I'd maybe half the ammount of rope on the sides and thicken them up a bit. Lastly, I like the missing planks but they seem too evenly placed. About every 5-6 planks there is a missing plank, which is too uniform, try to vary it up more.
Keep it up!
So PLANTS!
Anyways let me know what you think.
Hey, nice start, looks like this tree model has some UV mapping problems with the foliage tex.
At a lot of places it seems like your texture is being cut by the edge of the triangle/quad, if you did your foliage placement using instances it'll be an easy fix tho.
If not, you can fix that easily by scaling up the foliage planes with the 'keep uv' on. Thought will create more overdraw.
I also like the possibilitys that come with the different colour palettes and mood, new enemies, background animations of panthers bat/birds, spiders etc.
Something I'd also really like to do is have the lighting change from the dark opressive atmosphere of the jungle to the wide open sunset across the water falls when come out of the jungle going across the bridge. I think that could be a huge visual payoff.
ANyway without further ado some very small progress :
Oh yeah if anyone know's a good tutorial on good way's to make running water (unity based would be awesome) please let me know, I've got some ideas of how to go about it, mostly involving animated normal maps but yeah Ive never really done that kind of thing. Cheers
The trees, when clustered together..look really nice.
For your question about running water...here is a good example project: http://unity3d.com/support/resources/example-projects/sewercontrolroom
You can mimic what this does. Basically its just a mesh with a UV scrolling script and a tiled normal map with reflection/refraction. I've used this method and got great results.
Yeah other than that playing around with Unity's lights and scripting etc. I dont have Pro so I dont have realtime shadows which is really annoying ... anyway heres the very FIRST build of the very first section of my side scrolling game. Very very very early but judge away
https://dl.dropbox.com/u/1576800/build_preAlpha_1.0.html
Oh and for those who dont have the Unity web player installed or cant be bothered
It reminded me a little of the old Genesis/Megadrive game Castle of illusion (and the sequel World of illusion), in that you have some great potential for foreground elements being used in a similar way- like the big leaves in the second screen for example.