Friday, April 29, 2011

Weekly update.

This week i have been tweaking the dodgeball event, i have created the prototype for two more events aswell but i dont wanna reveal every event in our game so ill hush hush those :)
I have also structured up what we call our Storymanager, the storymanager is a class that holds all vital information about the level the players are currently playing.
More precise the storymanager holds X numbers of chapters, each chapter has a spawnpoint connected to them and several events.
I am aiming on tweaking it further so it should be very easy to connect whatever event you want to create to some sort of starting condition, for example if another event is completed or the players has attacked something or walked over a pressureplate.

I will try to bring something to the table next week that you wanna lay your eyes on.
Viking over and out.

Friday, April 22, 2011

Weekly Update

This week i have not done as much programming as i would like but there have been other issues to deal with. I have iterated the level a little more, changed and tweaked abunch of stuff and its coming together nicely.
We discussed if we were to build the castle in modules so that we could walk inside it but we decided it would be more time efficient and less problematic just creating a specific indoor scene.
With that decided i created a prototype to see what that would look like and it looks pretty good even with placeholder graphics.

I have also created the different events that will exist on this level and after some iteration on those i started working on the mage dodgeball event.
What you see in the video below is a trigger on the ground the player needs to stand on for some seconds to activate the event. Four walls and a mage standing outside spawns when its started and he then starts to throw fireballs into the square the player is locked in.

Enjoy.

Monday, April 18, 2011

Level Design

Last week i have been developing the level more than the very early paint versions.
I went trough abunch of information with the rest of the group in regards of gravity, scale and animations in Unity and we ended up not mixing with the scale cause there were incidents when the gravity or animations went haywire. I have also started designing the special events that will happen troughout the level and i will go into those more specifically this week.
I will also design the exterior of the castle closely with Lina and then more on to designing the layout of the interior of the castle.
Anyway here is the mockup of the level, remember i am using placeholder art and textures for everything. It is just showing what is supposed to be where in roughly which sizes and so on.

Thursday, April 14, 2011

Shaders.

More shaders. We discovered that Unity's builtin shaders do not cast or recieve shadows so we had to make something up that works ourselves.
As you can see in the picture unity's own transparent shader makes the blood recieve no shadow so when it is in a shadow it looks quite bad. Unity has a second shader group called transparent cutout and what it does is that it cuts all the pixels above a certain alpha out and renders them. There is no halftransparent pixels, either it is rendered or it is not. This gives a really sharp edge on everything and we also noticed weird delay when we were moving the camera around. As thou pixels from the previous frames were showing and it looked quite odd.
So i worked up a shader of our own that does exactly what we want, it does not render transparent pixels but it does render pixels with some transparency.

If you have any questions don't be afraid to comment.

Saturday, April 9, 2011

Shaders.

Have been working with Unity's built in shaders recently and have had a couple of issues with how they work.
In Overkill we want the player to be able to walk behind buildings and then those buildings will turn halftransparent while they are obstructing the view of the avatar.

First problem came when we discovered that the specular (reflective glow) and transparency were both taken from the Alpha channel of a texture. In a specular texture you define what things on the texture will reflect light by making them more white, so a black part will not reflect any light at all. In transparency black means 100% transparency and white 0% transparency. So what happened when we walked behind a wood building with windows was that when the building were to go halftransparent it vanished complelty except the windows. ( since wood = no reflection = black = 100% transparency)

Second problem was that the shaders did not take into consideration what parts of the building were closer to the camera then other parts in it. So when rendering the house it showed us all the sides of all the parts in the model and that makes it look really weird. We dont want to see the wall inside the building facing us when its transparent, we just want to see the front of the model as transparent.

Everything might become clearer if you see this example on the knight model.
The feathers in the hat don't reflect any light and therefor they instantly vanish if we turn on a transparent shader.
The shoulders show the problem with considering on what depth the parts rendered.

It is now fixed after hard work, testing and research. First and foremost learning shaders scripting, Unity shaderlab and then getting it right.
End result is a shader that has a separate specular texture. Alpha channel on the main texture alpha and it also considers the depth when rendering.

Enjoy.

Wednesday, April 6, 2011

High Concept

No programming update this time, have been researching shaders and creating destroyable static meshes on an efficient way but i dont have anything to show you guys as of now.

Been working on the high concept of our game and a presentation, its coming along slowly. Brain is so saggy today.

Sunday, April 3, 2011

Pathnode Edtior

Created an editor for the pathnode system Teddy has been working on so we can produce
or expand the pathsystem without any hassle. Enjoy.

Saturday, April 2, 2011

SpawnTrigger

Showing off the improved spawn trigger creation tool.



Friday, April 1, 2011

Welcome

Greetings and welcome to my blog. I will keep this blog updated on stuff i do with TrashTalkGames latest project Overkill.