-
-
Nyaaaah, by this week i only got my ship phisics working :rock (but this was the hardest thing to make as for me), and i left easiest for friday becouse i have to force myself to start learning in school :twisted (3 exams :blarg).
Ok, so... here's my demo as for now... enjoy ^^:+
-----------------------------------------------------------------------------
Uploads... uploads.... uuuuuploooooaaaads... done :) Demo_Flying_Game (my CPU is DualCore Intel with 2,8Ghz clock... and it's enough for this game (only one core is used))
-----------------------------------------------------------------------------
EDIT: For now you can't see some walls from the other side becouse i have verticies turned in same direction... still i don't know how to make unity ignore verticies directions for a specific object :/ Oh, and you'll notice that camera is not following ship, it's only attached to it xD And i've fast-edited my track becouse it was too narrow to fly....
-
Nice!!
Even with the inverted faces and all it looks pretty good! One thing though: You seem to have put a rendering quality ship on a game engine. I suggest you reduce the number of polys on your ship to about 5000 for optimum performance on Unity. If you want some of my ships and tracks I will send them to you.
Just tell me the format of the files.
I had a look at unity in september but other things steped in the way, especially university exams and I had to stop...
-
No, no, maybe later becouse i've put that ship becouse i want to make it destructable:nod Just for fun:twisted I'll adjust everything later so it'll work better :+
As for now small update added to download file: now there is no problem with steep hills :P (sorry that so late but i just figured it out xD)
-
Okay, but having a 5000 poly ship doesn't mean it can't be destructible. It can have the same ammount of detail as your current ship, but without unnecessary polys, for example, in flat surfaces.
-
Very good! The overall handling is excellent, very Wipeout-y.
Crits:
Xpand is right in you need to optimize your ship - no biggie!
The ship is too bouncy - on start the ship is bouncing too much and does not settle down, but I imagine its a matter of tweaking.
I would suggest making a basic arena that has jumps, lumps and obstacles so you can test the handling as a track is a bit too confining to start with. Even a flat plane with some primitives will do. When the handling is solid, then start with the tracks.
But well done though! You set a goal and did it:rock What next?
Update from me:
I never realised how much work is involved in making a game! I have the following done:
1 ) User selectable ship (I have two test ships but I have the designs for about eight)
2 ) User selectable weapons (again, I have about eight planned, with four working in test files and two working 'in game')
3 ) In-cockpit and chase views (in fact, you could have many more views as its quite easy to set up).
4 ) Ability to have in game damage- bits fall off, the main mesh gets /can be swapped for a more beat up version
5 ) Started thinking about sound (ship noises etc)
6 ) Have the basics of a menu system going (tied into point 1)
7 ) Have a basic weight system (heavy weapons slow you down, etc). As a byproduct, you can drop spent weapons in front of ships to bash into them.
8 ) A basic pathfinding AI via nodes
To do:
Finish the art assets (i.e. finalise the concept art and make the ships/ tracks / menus)
Streamline the scripts /logic- since I was learning as I went along, a lot of my scripts are.....a bit :blarg and need to be tweaked. The integration phase where I added the weapons to the main file helped me to see problems that would have sent me mad later.
Integrate lap timers, best times etc.
Playtesting: although since my ships fly rather than float, the track layout will be simpler.
So I would say I'm about 35% to 40% complete.
-
Nice!
BTW zerogrowlithe: Do you make your tracks in real scale (the track's length is in the order of Km) or do you scale it down? 'Cause I make mine real size, just as the ships.
Cassandra update:
Attachment 2724
-
Next? Hmmm:
- A.I. as well with nodes
- Weapon Pads/Speed Pads (why not begin with it :P)
- Some weapons
- Simple menu... or maybe something bigger :twisted
- Destructable ships (normal ship mesh being replaced in damaged places with damaged mesh and this replaced mesh falling-off from ship)
And everything else what will come to my mind while making this game :nod This is just simple stuff. I suppose that make-able this weekend
Xpand: Eeeeeeh.... hmmmm... my scale is, well, i'm not using any scale xD (maybe not exacly, becouse i've made alphard with some scale and it came up with many mistakes... Corridon wasn't scaled) And now i have to repair my mistakes... but i learned one thing, make your track twice as wide as you have in this moment so it'll be enough ^^And i can tell right now that your track is narrow too (something like mine in widest place), but looks really Wip3out'y (i mean proffesional :P)
-
zero3growlithe: after blowing up your first ship, its hard not to stop! Admittedly, I wrote this was after playing Modern Warfare 3..........
zero3growlithe / Xpand: Its also good to make things to 1:1 scale for things like physics. If objects get too small unpleasant side effects often happen- at the minute my models are actual size.
-
I don't think it's too narrow. I used Sol 2's dimensons in HD by comparing the length of a ship to the width of the track and it's about 40 meters wide. can you tell me how long is your ship?
Thanks!
-
I've used WO Pulse ships xD I've extracted ships with track model from UMD while playing it using plug-in and i got that:
Eight ships put parallel to a wall can fit with no margin on the track (all teams). I somehow lost track of this scheme while making tracks... anyway when you'll be able to check it in practice you can tell me how is it with this scale stuff :P
Oh, and my ship is 20 meters long and 8 meters wide.
-
What!? Eight ships!? Side by side!
But your ship's size is normal, my Feisar for example is 15 meters long and 6 meters wide...
-
Great progress everyone.:)
@zero3growlithe: Great demo even though it's going really slowly for me. It must be going at 3 - 4 FPS. I'm using a 1.6GHz CPU and 64MB, 300MHz graphics card so my comp is clearly not good enough.
-
Hmmm, something like my netbook so i know how it works as i've tried it on it xD Don't worry, i can make version for those CPU's so u can check it out too :hyper
btw. I won't use in-game any of those tracks i've done so far (Corridon, Alphard, Pashtun Wheel) becouse they were done in Rhinoceros and are damn requiring for resources :brickwall Repairing them would've taken more time than making a new, better one :cold
Oh, and i'll add "Making HUD" to my To-Do list ^^
-
You see, that's the problem when you use a image render quality ship on a game engine. apemax doesn't have a powerful enough cpu to run the game properly. And rhinoceros is awful to make game models 'cause it uses spline modeling which creates a ton of unneeded meshes that weight down on the framerate. You should use either 3ds max if you have it or blender 3D.
-
[facepalm] Doh, he again with this ship... I know thaaaaaaaaaaaaaaaaaaat!!! :brickwall I said that i just want to detonate that ******* ******* stupid piece of :turd and get it the hell out of my game :dizzy And i know already that Rhino is not for games :cold Pffffffffffff.... detonation on friday :g
-
The Unity demo on max settings ran well on my quad core /GTX 460 card- out of all the settings it provided the most stable speed- the lowest settings was too fast as there seemed to have no speed limiting.
Looking forward to the explosion........;)
-
I wonder if i'll make this boom today as my dear Unity thought about hitting my eyes with beautiful error and getting my project &$%&$% up just when i thought about getting it saved...
Anyway i wanted to say that track with width of 8-ships-side by side is still a little to narrow :g
Slight Update:
- ship's speed is framerate independent
- bouncing is not so strong on jumps
- car chase camera... not my script :|
- Eheheh, check it yourself :P (Boom and not only)
UPDATE:
https://rapidshare.com/files/1071611..._boooom___.rar (still fighting with this collisions problem... btw. "space" to respawn)
btw. Apemax, i think this version should work better now on your PC :) (but just a little)
-
Nice job! Do I see the energy/ speed bar scale in and out at speed:rock? At this rate you will be finished soon!
And more punch to the explosion....I want to see bits of ship bounce off my monitor! Also, perhaps try a slightly higher friction value on the track to aid handling.
I am interested in how you got the hover effect, do you mind posting or explaining how you did that?
-
Props! :clap
You've done a great job!
Here come the suggestions: Add more polys to the track so it feels smoother even when colliding. The handling of the ship is perfect, you just need to stop it from accelerating when you're in the air so we won't shoot out of the track. Oh and sometimes, when you come out of the jump slow and land on the track, the ship goes right through it...
Also gameplay art suggestions: When the ship crashes make the camera close in and rotate around the wreck. Make the camera move backwards when you accelerate to give a more speedy feel to the game. Put the camera closer to the ship pointing almost straing foward, maybe only with a bit of pitch.
It's awesome! When you want some tracks and ships, I can send you, just tell me the file format you want them to be on!
-
OMG! So long post...
@Rotational_Aspect
My ship's code is splited into 4 scripts (for clarity only ^^) named as follows:
- ship's stability (keeps ship alligned parallel to track using 2 raycasts)
- ship's turning (using localEulerAngles (rotation in degrees) and Mathf.Lerp (smoth interpolation between two values in t) keeps smoth and nice turning)
- ship's moving (just adds proper amount of force to move ship)
- ship's anti-gravity (keeps ship over ground by checking distance using raycast to track and using AddForce to push it up (that's why it jumps so strangely ^^), and while ship is out of the track (raycast check while i.e. jumping from ramp) add a little force down to make it fall faster and make it more heavy)
And rest is this speed meter and shield meter and respawn and camera :P
EDIT: Oh, and i've made this explosion a little stronger so now my face is hit by craft's bits xD
@Xpand
I think that adding a smoth not rendered in-game collider mesh to my ship is more efficent than making whole track smother as i've tried already adding more poligons to track and results are the same as with less polis :cold (stupid, isn't it?)
About tracks i don't know what file format as obj (as for me) exports "naked" mesh (no materials... almost) but i see light of hope in 3ds :hyper (can you believe me that i can't run 3ds Max smothly on my computer but i can Maya?!?!). Anyway, you can send in any format and i'll do something with it :brickwall :g
EDIT: I know about track "fly-through" thing :g and i know how to repair it (i think?) -> make track surface a little thicker... should work
-
Well, in blender thickening the track would solve the ship's flying through.
I can export the tracks in almost any format since I have 3ds max. But the obj files shouldn't loose the material. Once I had to make some models for an arcade game and they were in obj format and had textures and all.
And about the smoothing track, I didn't know that there was that option.
I'm sending you the Cassandra track with two models: only the track and track+surroundings. Also the textures.
I don't know the max size of the textures in Unity. The cassandra's terrain texture is 2048x2048 px.
http://www.megaupload.com/?d=TIUF1UJU
-
Ok, got the track loaded (nice by the way :g) and first thing i did noticed (not about track :P) is that Unity "tried" to use installed 3DS Max to convert *.max to *.fbx (that's a clue on what track format to use in future :hyper) and thanks to Xpand's *.max files i finally figured out why 3ds max was working so slow 8) (doh, why camera controls has to be different in Maya and 3DS Max...)
btw. I had right with tracks width :g (there is some small changes to colours (not textures) in your model as i had to set them myself don't know why, but i used those from actual model) Should i upload this version of game or add something again and then upload? :D
btw2. Xpand, do you have some low poly ships? If so, then u can upload one just to get rid of this poly-monster ^^
-
Nice! I think you should try and correct or add some stuff that you think it's needed. I would recommend a camera change button so we can switch between the three positions of the camera, and also make the camera flow around the track like in the early WO's.
I have this one ship in 3ds max format:
If you can show us some screenshots of how the track looks while playing, that would be enough for me!
Ah and be adviced that the track isn't completed yet! A lot of buildings/details and texturing are left to be done!
-
Flow around the track? When? After boom or during racing? How?
btw. I've already made some changes to camera script so camera is now closer to ship (script was written with mistakes and i couldn't change some parameters from inspector so i've repaired it and it's possible now, damn C# scripts). Thx for ship, i'll check it right away.
btw2. I've improved some ship's properties so flying feels a little better.
-
Have you ever played WO3?
http://www.youtube.com/watch?v=zymMHy3FUQY
As you can see the camera is never centered on the ship and rather flying around side to side. You can make a script so that when we turn the ship the camera moves a bit to the oposite side like in WO Fusion: http://www.youtube.com/watch?v=tQRVk...eature=related . Or a script that makes the camera pan around in small motions and not too fast all the time.
Oh and in the future when you're making the menus and such I reccomend you to take a look at this:
http://www.youtube.com/watch?v=yD0IIY2O3oc
-
I got your point, but i don't know how to make such camera yet and i got used to this one :|
btw. How you want this ship animation to be played, ship boosts = open, ship breaks = close? (nice ship too)
About this main menu i will think of something :P Or make one too!
EDIT:
- i've used some math to reduce ship's jumping (ATForce / (raycastHit.distance * Multiplier))
- and i've multiplied ships turning (X-Axis to match tracks angle) by rigidbody's speed
-
Make the animation as follows: if up key pressed = all open / else = all closed
-
In Blender, the equivalent would be to animate the airbrakes (0 closed, 100 fully open) and set the action to 'flipper', so if the key is pressed down they open, when the key is released, they automatically shut.
-
4 Attachment(s)
-
That looks very polished-for those here who are making track based games it might prove quite handy. Would you mind posting it for them? The trade off is they can give feedback / bug reports.
And also, welcome! :D I / we hope you enjoy it here.
-
-
No worries, 3 or more 3D modellers here will think of something :g
btw. I've stabilized ship's anty-gravity and now it's not jumping when not moving, it's stable like a.... hmmm, it's just very stable xD Oh, and boom is Biiiiiiiiiiiiiiig :P Great boom especially for Rotational_Aspect
Now i'm making camera changing possible (with dynamic HUD it's not so easy as i thought it could be) and still improving "physics". Oh, Xpand, can i ask you to make a simple collider mesh for your ship? It needs to be something like second model but simplier, smooth enough for collisions and modelled to your needs (or wishes) on how and where ship will detect collisions 8) (eeeeeeh... u know what i mean i think :blarg :P)
EDIT: I did not posted any screenshots becouse Print-Screen doesn't want to catch what is shown on screen...
-
Yes, explosions are good.....:twisted
Glad you are making progress zero3growlithe. How have you done your scaling HUD? I would know a few ways around the problem in Blender, but I have little experience of Unity.
In Blender you would take the acceleration as a value, store it globally and send it to the HUD layer to scale things in and out.
And for screenshots, PrintScreen will not capture Direct X content normally unless you use FRAPS or similar.
-
Oh, good to know, gotta check this FRAPS thing ^^ As for HUD it's made as you said, using speed parameter, but it's not scaling, it's moving in/out as it's normal 2D object in 3D space with alpha_channel_cutoff according to set parameter :P
Here are my textures used to do this:
HUD_Main
Speed_Bar
Energy_Bar
(textures made in Rhinoceros xD At least it's usefull here for me xd)
-
Well, ok zero. I'll take care of that today. Be sure to be here in an hour or two. I don't need to texture it right? BTW do you want the speed breaks to be animated too?
-
No need for air breaks as i can animate them in unity using build-in animator. (no texture becouse it'll be invisible)
btw. I won't be here in an hour or two as i have something like school i need to walk to tommorow and i need to be "fresh" to think of something on this damn test from chemistry i need to get good rank at...
-
Ok then. I'll just leave it here. I'm going to have 2 weeks without any exams, so I'll probably make some ship blueprints and then the 3D models.
-
Had a brainwave and I am now re-doing some of the ship selection mechanisms in logic bricks to conserve resources- with Python, usage is about 1.5 - 2%. With logic / minor Python, 0.09%.....I am impressed at what logic can do when used properly!
-
It sure is great improvement in speed :D
btw. I found some great motivational demos that show's the power of Unity... really great stuff and i'm happy i sticked to it :rock
http://unity3d.com/gallery/demos/liv...pical-paradise
EDIT: Hey, Xpand, after you'll finish collider mesh u can add second one but now it'll be only on edges of ship, something to use as detector of side hits so energy won't be taken from hitting ground! Something like border of ship?... doh xD