Well, I just finished the game. Final play time was around 26 hours but there's still a lot left to do as I basically stopped doing side missions after Act 2 to finish the story mode since it picks up in intensity and doesn't stop until the end. The last few missions of the game were absolutely insane, they had to have…
Much respect for what you guys have done here. As a current student myself and indie developer, I know the work that is required behind bringing a concept into a full-fledged demo for others to experience. Everyone has already covered most of the points that needed to be addressed, but I wanted to put emphasis on the…
Show a pic of what you're working on. Most game weapons use their own unique non-shared textures. Though if a weapon has many versions, attachments, etc. then reuse is important. It's important to reuse texture space as much as possible, so the pixels get smaller on the model, and there's less waste. For example the two…
For FPS weapon of this size you could go higher and your bake will appear better (the waviness that you speak of will be reduced). Especially on the top cylinder at the end of the weapon since that is what you would mainly see from an FPS view. Even things like the belt clip can be a lot higher (if you've noticed most FPS…
The dirt looks really out of place and random. Try to get some reference of actual dirty weapons and use them (despite a soldier should always clean his weapon :smile: ) Also the material definition has room for improvement. So far the materials aren't easy to identify. Maybe you can make the wholes in the barrel real…
looking at the damage type this might be better as being a morning star conversion (which does blunt/pierce damage) rather than a mace (which does blunt damage). As you probably know, your model has spikes, which would pierce rather than smash. Oh, and the mace is one of the fastest weapons (faster than broadsword) due to…
Admit you read this and see shades of "jurassic era monkey worrying about council tax" Dude.... Just learn to build him first Doesnt matter if he has super shared uv space... he still has no legs ... his gun is merely a tattoo. 1 texture layout for ALL of the character i'd say for 3rd person @ 1024 1 texture for the main…
a quick update... Agains my original plans i picked up on the suggestion of having a turret to handle the firing of weapons. So i added a turret on the ship that looks at the mouse position and lets you fire and move independently. Combat is a lot more fun now, i ll use the other weapon slots on the ship now to put shield…
to me, deer and fine clothes + weapons and armor just don't fly together very well. if anything, I would imagine that kind of species to be much like taurens. also I would use the fact that deers have elongated neck, rather than just deer's head on average humanoid body. /ps I know that taurens can wear plate armor in game…
I'm looking to hire a small team of talented individuals to help produce a quality first person shooter (working title is Orbital Assault) Who Am I My name is Alan Stagner. I'm the author of Unity Multiplayer Games by Packt Publishing. I also collaborate with DaikonForge on a number of previous and upcoming Unity…