Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1076050 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 04:57:25 AM
TIGSource ForumsFeedbackDevLogsFreezeme - 3d Action Platformer
Pages: 1 2 [3]
Print
Author Topic: Freezeme - 3d Action Platformer  (Read 4319 times)
Xienen
Level 3
***


Greater Good Games


View Profile WWW
« Reply #40 on: March 22, 2014, 08:06:52 AM »

The trick is that you will not have time to move the blue box under the green pipe on time, to do so when the device at the center starts to slow down, take a picture of it, so it freezes and you'll have time to move the blue box on top of the pipe, no need to wait Smiley
In any case, I will add something to the T side, so the player can clearly associate the gas emission with that side of the mechanism.

 Facepalm of course...dumb da dumb dumb! Wink
Logged

misscelan
Level 0
**


View Profile WWW Email
« Reply #41 on: March 31, 2014, 07:30:22 AM »

Hello everybody!

I'd like to show some pictures with some of the updates I've been working on recently.
I'm in the process of changing most of the textures and shaders, I've added lots of stuff to the level.
Fixed numerous bugs (mainly character's movement related).
Also, focused a bit more on the menus and finally, now the main character is wearing glasses and sneakers! (please don't tell me still looks like Dora Tongue)






I have to implement some changes on the shadowing procedure, add different options for the camera (auto/semi/manual) and fix some bugs on the navigation and path finding for the enemies to wrap up Alpha v0.31.

Hope you like it so far!
Logged

misscelan
Level 0
**


View Profile WWW Email
« Reply #42 on: April 03, 2014, 02:33:33 AM »

Still a couple of weeks to wrap up the new alpha but here is a 
video that shows some of the stuff I mentioned in the earlier post.

https://www.youtube.com/watch?v=BRwte9H82oQ
Logged

misscelan
Level 0
**


View Profile WWW Email
« Reply #43 on: April 24, 2014, 03:25:39 AM »

Hello everybody Smiley,

Just got alpha 0.31 out. You can download it here:
http://www.indiedb.com/games/freezeme/downloads/freezeme-alpha-demo-v-031

Also a new teaser trailer here:
https://www.youtube.com/watch?v=lr49_PzHlaI

You can leave feedback and suggestions here:
http://www.rainynightcreations.com/forum/

Please note this will be the latest open alpha and after this I’ll move to private alpha testing. 
Hope you’ll enjoy it!

Build notes
================================================
-Numerous adjustments on the R's control and movements
-New camera modes: auto/semi/manual
-New camera collisions
-New Pause menus
-Numerous foe IA adjustments
-Cinematic when Piggleton runs away (also a Exclamation sign added on top)
-New level scenery
-New Collectable golden cube
-Depth of field + Motion blur
-New dialogue windows
-New "Golden Cube" collected cinematic
-Controls set by default to work with the Xbox 360 controller
-R's new look (glasses and sneakers!)
-Multiple adjustments on the Load Mission Screen
-And bugs fixed everywhere Smiley
Logged

misscelan
Level 0
**


View Profile WWW Email
« Reply #44 on: May 03, 2014, 11:33:28 AM »

Hello everybody,

Quick video to show you the things I´ve been working on recently.
-New running animation
-Animation blending based on analog input
-Head-look-at controller improved

https://www.youtube.com/watch?v=-srJbzaOx48&feature=youtu.be

Hope you like it Smiley
Logged

misscelan
Level 0
**


View Profile WWW Email
« Reply #45 on: July 21, 2014, 03:06:44 AM »

It's been a while since I posted here.
Below are some pictures and gifs of a few of the things that I've been working on lately. Hope you like them Smiley




Logged

spinaljack
Level 0
***



View Profile WWW Email
« Reply #46 on: July 21, 2014, 03:29:24 AM »

Nice graphics, sort of like Mario Galaxy but with Dora the explorer. Will keep an eye on this.
Logged

misscelan
Level 0
**


View Profile WWW Email
« Reply #47 on: August 03, 2014, 08:33:22 AM »

Hello there,

I´ve just uploaded a new video showing the latest developments, hope you like it!



Also, I would be extremely grateful if you could drop by my steam greenlight and upvote the game, here:
http://steamcommunity.com/sharedfiles/filedetails/?id=231340170

Thank you!

PS Thanks spinaljack!
Logged

misscelan
Level 0
**


View Profile WWW Email
« Reply #48 on: August 24, 2014, 10:03:26 AM »

Hello there Smiley

I just wanted to share some pictures showing some of the thing I´ve been working on lately:
The first one is shows the development flow of the HUB Level:




In the second one you can see some changes on the beach are of the first level, mainly on the water shader:




And last but no least a GIF displaying some nice stunts using the "super power" mode Tongue :



Thanks again for your support!
Logged

misscelan
Level 0
**


View Profile WWW Email
« Reply #49 on: August 30, 2014, 03:16:18 AM »

Hello everybody Smiley

A few days ago I posted on reddit the picture showing the design flow of one of my levels.

Some people asked me if I could provide a more detailed information on that development flow, so here I am Smiley

I get from time to time the help of some freelancers but I'm mostly on my own, so for better or worse I can/have to cut some corners when it comes to the common design "steps".

I guess it should all start with a concept art or some sketches, but considering that I would be creating a concept art for myself I just skip this part, trusting I can translate whatever idea/feeling I'm having directly to a 3d software.

Some people will probably recommend doing a sketch even if it's just for yourself, I've tried doing that, but I find it more productive to skip that part.

My "mental concept art" is more like a "feeling" rather that detailed representation, I have an idea of where the key elements are but I usually think on terms like "super sunny place", "massive volcano" or "peaceful lake".

Then I move to blender, I'm not a 3d artist, so I guess I cannot really give you really nice tips on this. I usually start off with a basic shape and then start extruding faces to match the basic idea that I had in mind.




As soon as I have a skeleton more or less solid I export it to fbx and give it a try on Unity, the reason for this, is because sometimes the geometry looks nice but gets into the mechanics (e.g.: walls that can be climb and are not supposed to, slopes that cannot be walked on, places to far from each other, etc).




Then go back to blender and modify this until this basic skeleton is "compliant" with the key mechanics and gameplay requirements.

 

The next step is UV Mapping. Again, sorry to disappoint you but I'm not a blender guru, I just isolate each material and unwrap it using “Smart UV Project”, usually works decently enough and I only have to modify a few faces manually. After that is time to export and get back to Unity.

I have a set of cartoon textures, mostly bought from the asset store, some of them from freelancers and just a few made by me. But the levels on FreezeME are considerably big, so if I just drop these textures into the model they will look either very repetitive if the “Tiling” values are too low or look terrible if they are too high.

 

To solve this I use 3 methods:

1. 3d props placement

Sometimes you can break that visual pattern on the textures including some 3d elements, for example here I've added some 3d step rocks here on the grass:




2. Triple texture shader:

Basically just a shader the blends 3 textures with different tillings., again braking the noticiable texture tiling pattern. (This is the juicy part of the code):

       
Code:
void surf (Input IN, inout SurfaceOutput o)
        {
            fixed4 main  = tex2D(_Texture1, IN.uv_Texture1);
            fixed4 text2 = tex2D(_Texture2, IN.uv_Texture2);
            fixed4 text3 = tex2D(_Texture3, IN.uv_Texture3);
            main.rgb = lerp (text2.rgb, main.rgb, _Blend1);
            main.rgb = lerp (text3.rgb, main.rgb, _Blend2);
            main *= _MainColor;
         
            o.Albedo = main.rgb;
            o.Alpha = main.a;
        }

And this is how it looks in game



3. Decals

Well, not much explanation required here. Just placing decals wherever I see fit Smiley



Once all the texturing is done then I start populating the level…

At the beginning I was placing these objects randomly here and there, just scaling them up differently, but didn't like the end result.

After trying different methods I came up with the one that I'm finally using. If you see most of the screenshots ingame you will see that the small/medium props are rarely alone, they are always creating shapes, lines or paths.






This might not look realistic, but I guess it adds up to this cartoon feeling and also to break the monotony of some levels.

 

And the last of the preprocessing effects, is baking all the static lights. This is a long trial and error process Sad. I first try with the main directional light and only bake the level structure, after multiple tweaks, when I'm happy with the results I bake the other lights and include all the geometry.

 

And finally last but no least, the postprocessing effects.

This is how they game looks without any.



First I apply some Color Correction to saturate the picture:



Then I add Bloom :



Then some tone mapping to map the color values to LDR



And finally Depth of Field



I could write a book on the multiple issues I had implementing Depth of field but I won't bother you with that at this very moment Smiley.

Hope you find this useful!
Logged

Pages: 1 2 [3]
Print
Jump to:  

Theme orange-lt created by panic