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TIGSource ForumsCommunityDevLogsMidnight Radio - A game about being a photojournalist
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Author Topic: Midnight Radio - A game about being a photojournalist  (Read 3186 times)
MidnightRadio
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« on: July 04, 2017, 08:33:58 am »



What is Midnight Radio?

Midnight Radio is a first person game where you assume the role of a photojournalist who has to drive to different places in a small valley in order to take photos for a digital newspaper.

How is the gameplay like?

  • You drive through a small valley in search for news
  • You take some photos
  • You get feedback from a digital newspaper depending on the photos you made

Will it be a story-driven game?

Yes, the story will play a main role in the game.

Which technologies are you using?

Unity and Blender, although I use other tools like Gimp and some 3D assets from the Unity Asset Store.

Show me some screenshots!








Show me a trailer or a demo!

I will make them soon!

Where can I follow you?

Twitter: https://twitter.com/midnightradio__
Facebook: https://www.facebook.com/MidnightRadioGame/
Website: http://www.midnightradiogame.com/


Do not hesitate to post your questions or to send me a PM or an email ([email protected]).
« Last Edit: September 03, 2017, 10:05:55 am by MidnightRadio » Logged

Midnight Radio - A game about journalism
MidnightRadio
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« Reply #1 on: July 04, 2017, 08:35:02 am »

Quick links:

Devlog 0: Things done before starting the devlog
Devlog 1: A simple camera
Devlog 2: Bloom and making the scene less dark
Devlog 3: Bokeh effect
Devlog 4: Object interaction (buttons, doors, etc.)
Devlog 5: Car interaction and car improvement
Devlog 6: Volumetric lights and dirty lens
Devlog 7: Television news
Devlog 8: Knowing what you photograph and how
Devlog 9: Digital newspaper
Devlog 10: More content
« Last Edit: October 27, 2017, 01:11:00 am by MidnightRadio » Logged

Midnight Radio - A game about journalism
MidnightRadio
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« Reply #2 on: July 05, 2017, 01:02:20 pm »

Devlog 0: Things done before starting the devlog

  • Road system and terrain
  • The 3d car model
  • The car controller (I am using this, which is awesome)
  • Some shaders, including a cel shading one which is the one I primarly use
  • Some 3d stuff, like houses and things for the enviroment

Devlog 1

Today I created a simple camera to take photos and to see them in a gallery. The photos are also stored in the player's computer.


EDIT: Some people asked me how I was able to load the photos to the gallery from the hard drive without having lag. This is what I did:

The photos are taken using Application.CaptureScreenshot(), which saves them as a png into a folder. Then, in order to show them when you are in the Gallery, I load them into a Texture2D and then put that Texture2D into a RawImage object of a Canvas:

Code:
Texture2D currentPhoto = new Texture2D(2, 2);
currentPhoto.LoadImage(File.ReadAllBytes("path/photo2.png"));
rawImage.texture = currentPhoto;

My computer isn't very good but the image is loaded into the screen instantly, even using high resolution screens.

I guess that some people will probably get performance problems if they try to load all the images at once, for example if you are trying to make a gallery like this one: https://farm1.staticflickr.com/173/446856193_6f64c22245.jpg

What you can do is to also save a reduced size photo that will act as a thumbnail for the gallery, and load them progressively instead of loading all the images at once (I think this is what real cameras actually do). I will probably make this kind of gallery in future updates.


« Last Edit: August 18, 2017, 03:53:57 am by MidnightRadio » Logged

Midnight Radio - A game about journalism
Parsley
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« Reply #3 on: July 05, 2017, 11:01:32 pm »

Hey, this is an interesting concept!

One thing to consider, the game looks quite dark and it's hard to see anything. There is a technique used in film to give the illusion of night time, while still allowing the viewer to see what's going on. You basically use a blue-ish hue instead, as explained in this link https://movies.stackexchange.com/questions/24046/lighting-during-a-night-scene

I'm not sure how it would look for your game, but might be something to think about!

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MidnightRadio
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« Reply #4 on: July 06, 2017, 07:49:54 am »

Hey, this is an interesting concept!

One thing to consider, the game looks quite dark and it's hard to see anything. There is a technique used in film to give the illusion of night time, while still allowing the viewer to see what's going on. You basically use a blue-ish hue instead, as explained in this link https://movies.stackexchange.com/questions/24046/lighting-during-a-night-scene

I'm not sure how it would look for your game, but might be something to think about!



Thank you!

I am currently working on it, especially for the roads. I will upload a screenshot soon I guess  Hand Thumbs Up Right
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joey4track
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« Reply #5 on: July 06, 2017, 12:46:19 pm »

Wow, this is really interesting! You know what it reminds me of? The awesome and creepy movie Nightcrawler. I bet this is going to feel a little similar. I love innovation in gameplay mechanics such as this
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« Reply #6 on: July 07, 2017, 12:25:20 am »

I love the noir style of the game. Awesome!
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MidnightRadio
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« Reply #7 on: July 07, 2017, 05:43:09 am »

Wow, this is really interesting! You know what it reminds me of? The awesome and creepy movie Nightcrawler. I bet this is going to feel a little similar. I love innovation in gameplay mechanics such as this

Thank you. Many people recommended me that movie, but I haven't seen it yet. I guess the aesthetic is similar.

I love the noir style of the game. Awesome!

Thank you!
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« Reply #8 on: July 07, 2017, 07:07:34 am »

Like Joey, your descriptions reminded me of nightcrawler too. Really interesting concept for a game.
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« Reply #9 on: July 07, 2017, 09:14:25 am »

It's not particularly the aesthetic we are talking about but the subject matter. Actually you should go watch it now and I guarantee it will give you some ideas for new game mechanics  Wink
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MidnightRadio
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« Reply #10 on: July 07, 2017, 01:57:55 pm »

Like Joey, your descriptions reminded me of nightcrawler too. Really interesting concept for a game.

It's not particularly the aesthetic we are talking about but the subject matter. Actually you should go watch it now and I guarantee it will give you some ideas for new game mechanics  Wink

Ok guys, you convinced me. I am going to watch the movie!
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« Reply #11 on: July 08, 2017, 01:45:19 am »

Devlog 2

I have been playing with Bloom effect and trying to make the scene less dark, but I am still trying to get a good balance between visibility and aesthetic:



« Last Edit: August 18, 2017, 03:49:54 am by MidnightRadio » Logged

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« Reply #12 on: July 09, 2017, 10:26:41 am »

Devlog 3

I have been testing the bokeh effect of Unity (using Depth of field: https://docs.unity3d.com/Manual/PostProcessing-DepthOfField.html)

Many people asked me how I achieved this effect. What I recommend you is to use the Post-processing stack (https://docs.unity3d.com/Manual/PostProcessing-Stack.html) instead of the old Unity scripts that you had to attach to the camera. You can download it here: https://assetstore.unity.com/packages/essentials/post-processing-stack-83912 and see a tutorial here: https://docs.unity3d.com/Manual/PostProcessing-Stack-SetUp.html

I can not tell you which settings you have to use in your game to make this effect or other effects look good, because it is different for each game, but in the Post-processing stack the Depth of field effect has less options than in previous versions and is way easier to deal with it, just give it a try.



« Last Edit: August 18, 2017, 03:51:11 am by MidnightRadio » Logged

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« Reply #13 on: July 18, 2017, 04:06:50 am »

Devlog 4

Now you can interact with objects of the enviroment, like doors, buttons, etc. They are also highlighted when you point at them.

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« Reply #14 on: July 25, 2017, 01:54:07 pm »

Devlog 5

The car is almost full now. You can enter/exit the car, play with its different buttons, change the radio, etc. I have also improved the driving and changed the car sounds.



I didn't need anything too complicated for animations because the game only consists of a simple first person controller, so I did the following:

First I created objects that tell the controller where to move. I called them "paths". They are not rendered in the scene, but they are still there:



As you can see, there are also some "paths" named "WhateverPathLook". These objects tell the camera where to look when moving from "path" to "path". For example, when entering the car, the controller will move to the driver's seat, but the camera will look to the steering wheel.

Then, using a simple script, I just move the controller and the camera from object to object:

Code:
       
        controller.position = Vector3.MoveTowards(controller.position,
            objective.position,
            movementSpeed);
       
        Quaternion targetRotation = Quaternion.LookRotation(
            lookAtObjective.position - camera.position);
        camera.rotation = Quaternion.Slerp(
            camera.rotation, targetRotation, rotationSpeed);

For movementSpeed and rotationSpeed I normally use Time.deltaTime
« Last Edit: August 18, 2017, 07:13:49 am by MidnightRadio » Logged

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« Reply #15 on: July 25, 2017, 04:47:26 pm »

Love the idea! Aesthetic looks really interesting too. Haven't watched Nightcrawler either, but I think I will!
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MidnightRadio
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« Reply #16 on: July 31, 2017, 11:06:47 pm »

Love the idea! Aesthetic looks really interesting too. Haven't watched Nightcrawler either, but I think I will!

Thank you! I finally watched it last week, and I recommend it. The idea of the movie isn't as similar to the game as I thought, but it has some resemblances.
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MidnightRadio
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« Reply #17 on: August 02, 2017, 09:22:54 am »

Devlog 6

I implemented volumetric lights in some places and dirty lens for the camera and the car.

For the volumetric lights I am using this: https://github.com/robertcupisz/LightShafts

For the dirty lens effect I am using the Unity Post-processing stack bloom effect: https://docs.unity3d.com/Manual/PostProcessing-Bloom.html



« Last Edit: August 18, 2017, 03:48:00 am by MidnightRadio » Logged

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« Reply #18 on: August 04, 2017, 06:04:34 am »

Updated Devlog 1 with more details.
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« Reply #19 on: August 15, 2017, 06:48:05 am »

Devlog 7

The news program is on the air! This time they are showing a gameplay of the Midnight Radio game Big Laff

What I did was just set the "Target Texture" field of the camera to a RenderTexture (https://docs.unity3d.com/ScriptReference/RenderTexture.html), and then use that RenderTexture in the material of a plane, which acts as the TV Screen.

« Last Edit: August 18, 2017, 06:38:47 am by MidnightRadio » Logged

Midnight Radio - A game about journalism
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