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TIGSource ForumsCommunityDevLogsUNITY FPS ROGUELIKE [video added]
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Author Topic: UNITY FPS ROGUELIKE [video added]  (Read 6691 times)
Greg Game Man
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« on: May 01, 2013, 03:42:51 AM »







Huh?
Violent pseudo-roguelike fps

So..
Tactical stealth, knifing, fast fast speed

Oh
Unity, 2013, playable demo coming < month (gods be willing)
« Last Edit: May 10, 2013, 06:33:28 AM by Greg Sergeant » Logged

tequibo
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« Reply #1 on: May 01, 2013, 11:42:16 AM »

Looks interesting! Blink
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Greg Game Man
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« Reply #2 on: May 03, 2013, 05:31:52 AM »

Slick as fuck textures, why? Because i found them royalty free online.

Thing is, i was trying to find free assets that looked really good, but now its constricting, because if i want to add my own stuff (i really do!) then i have to try and match that INSANE QUALITY, and it's making me not want to work on the game, because i'm not there yet.

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Its like im trying to skip ahead 10moves from "just starting in 3D" to "making the sickest shit ever". But it doesn't work like that. I can feel when something isn't right with the project, and it doesn't feel right. So i think im going to throw out all the awesome assets i found online (which is fucking hard because they look so good!), and try to go for a more SIMPLE look that i can make with my own two hands.

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Fun workflow > End Quality i guess.

WOULD LOVE TO HEAR YOU GUYS'S INPUT ON THIS!




Unrelated dance gif: any 3D moguls will be happy to know i've learnt about topology and edge loops since this!
« Last Edit: May 03, 2013, 05:37:25 AM by Greg Sergeant » Logged

Greg Game Man
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« Reply #3 on: May 03, 2013, 08:50:53 AM »

Texture Painting in blender is some kind of magic! I've been playing with it today and it feels so natural.

(if you don't know, you can just paint directly onto your model inside the 3D editor at any angle you like, also includes texture painting and a few blending modes)

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I avoided 3D before because it seemed more like engineering than art.
But i'm finding ways to get around that, and enjoying it so much. I guess i forgot to keep it simple, and keep it FUN!



Thanks for checking out this thread!
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Greg Game Man
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« Reply #4 on: May 06, 2013, 01:19:16 PM »

Whats up friends!   Gentleman

I've been experimenting in blender today, trying to find a workflow that is simple, looks good, but most importantly minimizes "mechanical" style tasks and exaggerated pure creativity.

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Through MANY FAILURES TODAY, and long hard work (difficult when its so hot outside!), i've arrived at this which i'm really proud of. To me it is finally a moment of, "ahhh, this might just work.." after doubting if i can even pull off this game and how i would acomplish the 3D art. 3D is a steep challenge, and i've thrown out so much work just trying to find a foothold, but challenge is what its all about! Right? ... isn't it?  Durr...?



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The workflow (for the guys in the trenches Tongue)
> box model a low poly in blender
> smart unwrap
> in side view orthographic, turn off occlude/cull/normal, tilt the model a tiny amount
> now you paint onto the side as if it were a 2D image of a gun (texture paint mode)
> when YOU'RE HAPPY, turn back on occlude/cull/normal, and clean up the front/top


VOILA, we spent all our time painting and modelling, instead of fucking around with UV's and when we paint we SEE IT IN 3D, not in 2D which is a weird disconnect for me. I know its not professional, but its fun for me.

-----------------------------------------

I would LOVE FEEDBACK, especially on the overall style and if you have 3D tips for me i definitely need them! haha, thanks for checkin out this devblog, have a great day
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tequibo
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« Reply #5 on: May 06, 2013, 02:43:57 PM »

Looking rather good!
Though grip seems a bit short and too wide. But still very good for a first weapon model. I like general style direction and the fact that pistol looks heavy.
Keep it up!

Oh, and speaking of Blender: lovely page with Blender keyboard shortcuts
« Last Edit: May 07, 2013, 02:53:16 AM by tequibo » Logged

deathtotheweird
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« Reply #6 on: May 06, 2013, 06:22:19 PM »

I like the low poly low texture res style.

that gun needs a trigger guard though.
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Impmaster
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« Reply #7 on: May 06, 2013, 07:30:34 PM »

Looks good! Any, you know, actual gameplay notes though?
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Greg Game Man
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« Reply #8 on: May 07, 2013, 03:34:18 AM »

Tequibo - really appreciate the support right from the start, thanks for the shortcuts, we should skype and talk roguelikeFPS ideas Smiley

Allen
- your boxed in game inspired me a lot, to get into Unity!

mooosh - haha agreed, my gf said "it looks like a different game every time i see it".. i like to keep things open and experiment until i find things that work, its not efficient but we'll see what happens

Impmaster - shuuushhh hype first Tongue haha yes though, it plays a bit like quake + hotline miami, you're very vulnerable but can 1 hit kill your enemies, so its about reactions/speed with a bit of stealth.
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Greg Game Man
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« Reply #9 on: May 08, 2013, 10:59:52 AM »

Good evening game enthusiasts!

Today i rigged, skinned and animated this enemy. It's the same model as the knight above, i'm going to parent his weapon to his hand inside Unity so i can swap out weapons easily. You might even be able to shoot his gun out of his hand, and also decapitate him. The game seems to be going in a James Bond direction, which gives me loads of room to play with gadgets and procedural mission objectives.



Does anyone know how to get different brushes in blender texture paint?

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Gonna give a shoutout to my pal Tequibo, just played his alpha build and its fucking great, check out his devlog: http://forums.tigsource.com/index.php?topic=29008.0

And check out this quick post i wrote yesterday about motivation and keeping your drive alive (it features Gabe Newell quotes): http://greg-anims.com/?p=960


THANKS GUYS!
« Last Edit: May 08, 2013, 11:07:20 AM by Greg Sergeant » Logged

Hawt Koffee
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« Reply #10 on: May 08, 2013, 09:50:45 PM »

I was actually part of a team planning an FPS rogue-like
but the project never left the ground
I still have all the assets I made for it
but this project of yours looks very nice so far, if you need an artist proficient in blender let me know. I've been using it for 6 years.
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Greg Game Man
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« Reply #11 on: May 09, 2013, 03:23:19 AM »

but the project never left the ground
I still have all the assets I made for it

if you need an artist proficient in blender let me know.

Man i've been in that situation a few times!!
Thanks a lot for the offer! What happened to your light/dark multiplayer project?
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Hawt Koffee
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« Reply #12 on: May 09, 2013, 11:21:36 AM »

but the project never left the ground
I still have all the assets I made for it

if you need an artist proficient in blender let me know.

Man i've been in that situation a few times!!
Thanks a lot for the offer! What happened to your light/dark multiplayer project?
the team of programmers that wanted to work on it tried to change too much and planned too little, in the end it died again
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Greg Game Man
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« Reply #13 on: May 10, 2013, 06:38:42 AM »

Good afternoon friends!

I send out the prototype to a few people, and Tequibo recorded his play through.

Heres a quick look!:





Next up will be getting everything into the level builder, and putting out a playable demo Beer!
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« Reply #14 on: May 10, 2013, 10:00:33 AM »

Coming along nicely! I actually really like the sounds. Plus you are using blender for the models, my first love. Good luck!
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Greg Game Man
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« Reply #15 on: May 10, 2013, 11:19:15 AM »

Coming along nicely! I actually really like the sounds. Plus you are using blender for the models, my first love. Good luck!

Wow thanks man, this means a lot to me because your work is absolutely unbelievable.

I would LOVE to talk to you on Skype for a bit about 3D and games, i wont take much of your time.

I'm not very confident about 3D, but i'm just pushing through walls, fighting the urge to go back to 2D and keep putting out content anyway to improve..and hopefully share that journey with others to inspire them as well.
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« Reply #16 on: June 14, 2013, 08:57:44 AM »

Your 3D is looking great, much smoother than my sketchy first attempts. You're right- it does feel more like engineering at first, but then after you know what you're doing it soon starts to feel more like an art.
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« Reply #17 on: June 14, 2013, 09:26:41 AM »

HEY! HEY! HEYHEYHEY!

Very cool work, Greg, you're definitely inspiring me to work more with 3D!
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« Reply #18 on: June 14, 2013, 12:44:30 PM »

Models and textures look rad.
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« Reply #19 on: June 14, 2013, 12:52:51 PM »

This looks really fun, looking forward to playing this!
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