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TIGSource ForumsCommunityDevLogsInterSection - v1.01 released
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Author Topic: InterSection - v1.01 released  (Read 19757 times)
Miziziziz
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« Reply #20 on: February 19, 2015, 01:05:01 PM »

@PhaseSaber Unity C#, and thanks!

ok, so I'm (finally) back, had a really long weekend.
been doing a lot of sketches and made some very rough color mockups:

Do you all think this color scheme looks better or the original concept art I did?
EDIT: sticking with the older one, it looks much better

My current goal is to make an editor extension for unity that will let me prototype levels quickly
Also, a speed paint of how I envision the main character:


Oh, and what do you think of the title change? (IntyrSection instead of InterSection; I thought intersection was too reminiscent of cars)
« Last Edit: February 19, 2015, 05:23:02 PM by Miziziziz » Logged

tjpalmer
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« Reply #21 on: February 19, 2015, 01:24:49 PM »

I like just "Intersection" actually. Sometimes unassuming is better. The game concept more than makes up for and gives power to the common word. However, it would be harder to search for, and there's higher risk of trademark issues maybe. (IANAL.) If you do go "Intyrsection", I wouldn't use CamelCase. And someone hearing rather than seeing the name might type in the standard spelling anyway. Just my own thoughts.
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Miziziziz
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« Reply #22 on: February 19, 2015, 01:44:29 PM »

Oh yeah, good point about people searching.
I don't see much on google when I search Intersection, just an old movie and some wikipedia entries, so yeah, maybe I'll just stick with that.
A trademark search on USPTO (am I doing this right? :/ ) shows Intersection as registered but Dead. Idk what this means, I need to study some more law.
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« Reply #23 on: February 19, 2015, 02:50:19 PM »

Maybe if it's snowing in the dying world it could be "Wintersection" Smiley
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Miziziziz
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« Reply #24 on: February 19, 2015, 03:12:15 PM »

Maybe if it's snowing in the dying world it could be "Wintersection" Smiley

haha! good one
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Miziziziz
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« Reply #25 on: February 21, 2015, 02:29:18 PM »

Working on some placeholder tile pieces, nothing exciting yet
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Miziziziz
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« Reply #26 on: February 24, 2015, 02:08:03 PM »

Alright, finally finished what I was working on:

basically an editor extension that lets me place tiles while in edit mode and have them be dynamic etc.

pretty much all the code is done for InterSection (lol, that was fast), just need tweaks.  this game has such simple mechanics it's really easy to do everything
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jamesprimate
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« Reply #27 on: February 24, 2015, 02:15:53 PM »

really love this concept! new game puzzle mechanics are few and far between these days, so DO IT UP.
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Miziziziz
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« Reply #28 on: February 24, 2015, 02:49:01 PM »

really love this concept! new game puzzle mechanics are few and far between these days, so DO IT UP.

Thanks man!
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Miziziziz
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« Reply #29 on: March 06, 2015, 09:31:35 PM »

apologies for the lack of updates, been working on improving my 3d skills

here's some 3d concepting I've done:

pretty happy with how the tree came out, still going to have to figure out how I want the ferns and stuff to be shaped.
I'm a fan of flat colored, low-poly models. It's also a plus because I can make 'em really fast and get to work on actually making the game.

And Unity 5 is out, with it's gorgeous lighting, which'll make everything look awesome


A quick render in blender, just messing around getting ideas for the live world's aesthetic
« Last Edit: March 06, 2015, 09:56:21 PM by Miziziziz » Logged

Miziziziz
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« Reply #30 on: March 07, 2015, 05:30:14 PM »


More assets.
Once I finish making these I'll test colors out in Unity, then make textures for the tiles.
Then I'll add some functionality to the tile placer extension I made so it automatically adds foliage randomly.
After that I'll make and texture the runes that teleport you to the next level, teleport you to the beginning, or otherwise affect your player in some way.
Finally, I'll just need to make the player model and I can start making some levels.
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Miziziziz
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« Reply #31 on: March 20, 2015, 08:07:17 PM »

tried out a low poly rock tileset. there's about 150k tris in this scene; bit of an over-endeavour for a couple floating chocolate bars :/


experimenting, trying out some tech ideas. Should have art assets completed soon and will be implementing

I think Unity 5's chromatic aberration messes with gifcam
« Last Edit: March 20, 2015, 08:26:42 PM by Miziziziz » Logged

tjpalmer
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« Reply #32 on: March 21, 2015, 07:02:59 AM »

I think the progress is looking good. Not sure I have specific advice, but I'm still very optimistic about this project.
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Miziziziz
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« Reply #33 on: March 22, 2015, 08:11:57 PM »

sneak peek:
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« Reply #34 on: March 23, 2015, 01:15:02 PM »

Really like the look of this. Looks like one of those things with a really simple concept that ends up really making you think.
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« Reply #35 on: March 23, 2015, 01:46:25 PM »

Continuing to look very awesome.

The two-tone shading test on the scenery works really nicely.
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Miziziziz
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« Reply #36 on: March 26, 2015, 05:19:04 PM »

Thanks all!

Check out the new environment assets I've been working on:

need to make the intersection point look nicer, though. The two worlds seem to 'pop' too much wh
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« Reply #37 on: March 26, 2015, 08:41:10 PM »

This looks really neat, very interesting mechanic, and that newer art really is making it come together (hint update your sig) :D Nice work(:
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Miziziziz
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« Reply #38 on: March 27, 2015, 02:35:43 PM »

This looks really neat, very interesting mechanic, and that newer art really is making it come together (hint update your sig) :D Nice work(:
thank you!
And good point, I shall
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Miziziziz
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« Reply #39 on: March 27, 2015, 04:16:34 PM »

working on the main character:




Interestingly, the model looks  a lot better and has better edge flow when I don't have reference photos of wireframes and whatnot
« Last Edit: March 27, 2015, 04:22:48 PM by Miziziziz » Logged

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