McMutton
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« Reply #320 on: June 07, 2015, 01:26:44 PM » |
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gimymblert
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« Reply #321 on: June 07, 2015, 01:29:08 PM » |
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fog and tone washed out colors (generally light blue tint) for distance
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McMutton
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« Reply #322 on: July 06, 2015, 09:59:58 AM » |
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« Last Edit: July 06, 2015, 10:06:22 AM by McMutton »
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gimymblert
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« Reply #323 on: July 06, 2015, 11:13:24 AM » |
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Dman it looks cooler and cooler!
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gimymblert
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« Reply #324 on: July 06, 2015, 11:27:23 AM » |
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will the fur and hair animated? because you can do a bunch of vertex shader trick to have that for free! Especially if you have some data passed such as wind direction and velocity. Could also work for small scale clothes movement (the girl's pant).
look for assets or tuts about grass, tree, leaf vertex animation
There is one physic vertex anim shader on the asset store that workd great too
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McMutton
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« Reply #325 on: July 09, 2015, 12:51:39 PM » |
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Thank'eh ser! I'll have a look at that vertex shader stuff- I wanted to do something like that, but Unity's joints were giving me grief.
Also, progress! I'm working on a more dynamic camera system:
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Zorg
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« Reply #326 on: July 09, 2015, 01:16:21 PM » |
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You could enhance the readability of Ellie dramatically by changing the color of her gloves. The emotive tests look great!
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gimymblert
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« Reply #327 on: July 09, 2015, 04:26:19 PM » |
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You could enhance the readability of Ellie dramatically by changing the color of her gloves. The emotive tests look great!
yup
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Ashedragon
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« Reply #328 on: July 09, 2015, 08:42:35 PM » |
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Wow this project looks incredibly slick. I am massively looking forward to it.
Also, and this might just be me, but your character outfit designs remind me a lot of the designs from the Kingdom Hearts series--which is by no means a bad thing! Love it, can't wait to see more.
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McMutton
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« Reply #329 on: July 10, 2015, 09:47:11 AM » |
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Thanks, guys! You could enhance the readability of Ellie dramatically by changing the color of her gloves. The emotive tests look great!
This is true, now that you mention it. I'll have a go at that later tonight. Also, and this might just be me, but your character outfit designs remind me a lot of the designs from the Kingdom Hearts series--which is by no means a bad thing! Love it, can't wait to see more.
Oh, definitely: KH designs are super awesome. Gotta get some inspiration from 'em! So I made Van some new punch-em-up arms that'll let him use boxing techniques instead of arm flailing: The old arms: Groooooss
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gimymblert
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« Reply #330 on: July 12, 2015, 05:25:23 PM » |
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btw while you post the video on another thread, just in case it is useful to you, don't put collision on the camera but on the near plane, ray cast from the camera target to the camera and move the near plane to that point instead of moving the camera. that way you will always hve unobstructed perfectly framed camera, the end of camera problel. you still have to handle some feedback to the player, ie that there is an obstacle that arr significant behind the camera.
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Odorias
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« Reply #331 on: July 12, 2015, 06:13:18 PM » |
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Wow, this looks fantastic! Is there a demo or any way to try it out?
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McMutton
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« Reply #332 on: July 12, 2015, 08:08:30 PM » |
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Jimym, that is genius. I'll definitely do some work on that tomorrow. Thanks, Odorias! I don't have anything recent, as nothing was prepared and Unity 5's builds all crash. There are two old ones here: http://www.indiedb.com/games/key-of-ethios/downloadsOne is a test of the flight controls and the other is a really early demo level.
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McMutton
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« Reply #333 on: July 17, 2015, 10:33:56 AM » |
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Doing some headlook stuff: http://gfycat.com/SandyFaithfulArawanaI didn't think just having them look at points of interest was enough, so I threw in some expression changes, too.
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ProgramGamer
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« Reply #334 on: July 17, 2015, 10:43:14 AM » |
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It would be cool if everything were tagged with different keywords in order to display the correct facial expression according to what she's looking at. That way she could look at strange things with an expression of wonder while glaring angrily at enemies and so on. Would be doable, right?
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McMutton
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« Reply #335 on: July 17, 2015, 10:48:40 AM » |
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Indeed it would; which is why I did just that! The points of interest have bounding boxes that give an emotional response to the face armature.
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gimymblert
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« Reply #336 on: July 17, 2015, 10:52:10 AM » |
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well if object have emotional tag that works in conjunction of context (say there is an enemy the context is tense) and an attention system (pay attention to enemy first ... then you just beat wind waker as the most expressive game ever I would love the character look at a painting and react with joy, look at garbage react with disgust, if the POI has micro POI (ie the painting) that create micro eye movement (that had SO much life) as they jump from point to point (the spread could make it interesting when the character look another character from head to toe lol) ... well I'm over designing it obviously but I always wanted to add those details lol (they are present in bioshock infinite though) ignore the geeking please lol edit: being ninja'ed apparently
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Odorias
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« Reply #337 on: July 27, 2015, 07:10:56 PM » |
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Jimym, that is genius. I'll definitely do some work on that tomorrow. Thanks, Odorias! I don't have anything recent, as nothing was prepared and Unity 5's builds all crash. There are two old ones here: http://www.indiedb.com/games/key-of-ethios/downloadsOne is a test of the flight controls and the other is a really early demo level. Thank you very much! Can't wait to see an update :D
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Jasmine
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« Reply #338 on: July 28, 2015, 06:06:13 AM » |
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Man, this is gorgeous, and you are still going strong! I don't remember commenting on this, but I am truly impressed!
Going to follow development of this. This is great stuff, man!
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McMutton
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« Reply #339 on: August 12, 2015, 09:27:14 AM » |
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Of course, Odorias! Thanks M4uesviecr! I'll show my gratitude by posting more Gil!
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