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1335918 Posts in 60785 Topics- by 52251 Members - Latest Member: PynkPanther

April 20, 2018, 08:30:52 am

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TIGSource ForumsCommunityDevLogsUndermine - procedurally generated survival horror
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Thaumaturge
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« Reply #160 on: March 28, 2018, 09:40:49 am »

Hey there! The original shader employed by the skin material didn't have much in the way of tweaking parameters easily. I imagine editing the shader code itself you could've achieved similar results but I believe opting for the standard Unity shader was a much better option and the results def. show it heh

Heh, I would have expected the opposite to be true: the default shader to have been the less-capable, and a third-party one to have provided things not covered by the default!

Well, I'm glad that you discovered that the default works better for you, and so switched over to it. ^_^

Thanks for dropping by Thaumaturge. I'm going to be posting some updates myself soon Smiley

It's my pleasure, and that's good to read, respectively. ^_^
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Traversal, exploration, puzzles, and combat in a heroic-fantasy setting
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snugsound
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« Reply #161 on: March 31, 2018, 06:52:38 am »

Here's a quick video of some of the recent updates, most notably:

  • flooded junctions: similar to gates, these serve to break up the levels a bit and create more visual points of reference
  • more decals: mold along waterlines, wooden planks in hallways. For those who are curious, we're using DynamicDecals for most of our decals.
  • room-specfic particles



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Thaumaturge
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« Reply #162 on: April 03, 2018, 09:22:27 am »

Looks good, I think! (Although I'll confess that I didn't get a good look at the mould decals.)

(I like the little "spikes Sad" note that appeared at one point. That was a cute touch. ^_^)

If I may, how are you specifying the footstep sounds to be played for each surface? That is, where is that data stored?
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Traversal, exploration, puzzles, and combat in a heroic-fantasy setting
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snugsound
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« Reply #163 on: April 03, 2018, 01:45:19 pm »

If I may, how are you specifying the footstep sounds to be played for each surface? That is, where is that data stored?

Currently, this lives with the character controller via assigning an array of clips for each surface types. It's a primitive approach but works fine for now since I've only implemented two types of surfaces (dirt, water).

Once we add more surface types I plan to move this into a separate component, to be used by both the player and enemies. The job of the component would be to raycast down, grab the physics material, and play a clip from an array indexed by physics material.

Some things I have yet to work out 100%:
  • detecting variations in the splat-map: I'd prefer not to read mesh data at runtime so I'll probably try to find a workaround, like using triggers, or splitting up the meshes by their surface.
  • detecting decal-based surfaces (i.e. toxic puddles, blood, etc.): I'll probably use triggers for this
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Thaumaturge
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« Reply #164 on: April 04, 2018, 09:52:06 am »

Ah, interesting, and thank you. ^_^

In my own case, I had some trouble finding a good place to store such data in my collision geometry--although whether that's a limitation of the collision system, or lack of knowledge on my part, I'm not sure. (I think that one solution was suggested to me, but discarded for some reason that I forget.) I've ended up storing my "surface types" in a tag that collision objects may have (with a default used when none is found).

Otherwise, I think that we do things in more or less the same way: I have a list of sounds (specifically, a list of lists, as each surface-type may have multiple sound-files, for variety), and a sound is picked from there based on the above-mentioned tag, as discovered by the ray-cast that looks for a surface for the character to stand on.

(I haven't attempted splatting- or decal- based variation at all. In one case in which I've had a splatted surface that called for changes in footstep-sound, there were only a few, large sections like this, so I simply split the mesh.)
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snugsound
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« Reply #165 on: April 12, 2018, 01:26:15 pm »

Finally got around to doing something I've been meaning to for a while: now when you throw an overcharged beacon at a mutant miner they run around madly while burning  Angry



Previously, this would trigger their attack state, which looked a bit silly as often they stand still while attacking.

In other news, I recently (and somewhat impulsively) decided to rip out Unity-based sounds and replace them with FMOD. 40+ hours later and I'm just about done. A fairly massive undertaking this late in the game but I'm quite happy with the results. Some things that now become trivial and no longer require custom code, all of which I took immediate advantage of:

  • distance-based filtering
  • blending between multiple audio clips
  • triggering multiple audio clips in succession: for example, certain items now have an initial "grab" foley sound followed by an item specific sound
  • triggering random clips, randomizing pitch: for example, the background ambience now has random rockslide/debris sounds via a scatterer instrument, where this was previously baked into the track
  • triggering sounds based on a parameter (i.e. footsteps based on surface type)
  • reverb zones: tunnels now have their own reverb, and I plan to do the same for large rooms
  • side-chain compression: loud SFX now duck background ambience, drawing your attention to them (this is something that Dark Souls 3 does which I quite dig--I recently found out DS3 used FMOD as well!)
  • applying a master limiter: finally, no more clipping!

It's also a much better workflow: I can create, test and mix sounds quickly in FMOD Studio rather than having to create (and code) test scenes in Unity.

I also took the opportunity to purchase a new sound library and have subsequently replaced or revamped many of the sounds, as well as added some additional ones.

I hope to post a video in the days to come so stay tuned for that.
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« Reply #166 on: April 13, 2018, 09:56:55 am »

Nice, on all counts! ^_^

(I do like the lighting created by the burning miner, by the way.)
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Traversal, exploration, puzzles, and combat in a heroic-fantasy setting
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SamLouix
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« Reply #167 on: April 13, 2018, 11:17:46 am »

Consider me interested, when is it out?
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« Reply #168 on: April 18, 2018, 01:09:28 pm »

Consider me interested, when is it out?

Beer! No official release date yet but hoping to do an open beta within a month or so, and Early Access within a couple of that.
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snugsound
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« Reply #169 on: April 18, 2018, 01:21:54 pm »

Working on combat and game feel stuff a bit. While I'm trying to downplay combat overall in favour of stealth and evasion/parkour, I do want it to feel like a viable option. To that end:

  • made the drill bit much bigger (in retrospect, it was puny before)
  • added screen-shake, slow time on successful hit
  • added toxic blood decals to the drill (it starts off clean, of course)
  • made the radius for blood particles wider, increased speed
  • added blood decals on particle collision
  • added impact decals for the pickaxe (not pictured)
  • moved the post-processing stack to the weapon camera so that it can benefit from bloom, motion blur, etc. (also not pictured)

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chosenpredator
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« Reply #170 on: April 18, 2018, 03:50:57 pm »

there is two games called undermine so I thought it was this one: https://twitter.com/undermine_game

but both look great
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