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TIGSource ForumsCommunityDevLogsThe 7th fleet
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pablomon
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« on: May 20, 2018, 03:36:40 AM »










Hi everybody.

The 7th fleet is a classic sci-fi action game where you have to survive as long as you can through endless waves of enemies. To keep it interesting there will be goals and items to unlock.

The gameplay is something in between games like Fuious angels and luftrausers.

The main game mechanics are already put in place. Currently working on the waves system and adding content.
It is being made with Unity3d.

What do you think ?
Cheers!
« Last Edit: May 27, 2018, 06:29:09 AM by pablomonteserin » Logged
elosociu
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« Reply #1 on: May 20, 2018, 10:59:38 PM »

You got a really nice artstyle going there, would love to see how this turns out!! Gomez
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pablomon
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« Reply #2 on: May 21, 2018, 01:15:44 AM »

Thank you elosociu!  Beer!
Since it is a solo project I tried to find the most minimalistic style I felt confortable with.
I'll post more soon.
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pablomon
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« Reply #3 on: May 27, 2018, 06:53:06 AM »




A faster ship, a more powerful ship or maybe something in between?
The choice is yours.
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pablomon
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« Reply #4 on: May 30, 2018, 01:50:22 AM »

After some attempts at using sprites for the background I finally gave up and ended up using 3d meshes.
To keep the look consistent I made a custom shader that renders colors based on vertex height.



It allows to define the number of color shades to use.



Working with shaders is fun.



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Taugeshtu
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« Reply #5 on: May 30, 2018, 03:03:32 AM »

Gods the visuals you have here are sexy..
If I may suggest, add some dependency from distance-to-camera to your posterizing shader; that'll add much needed depth to your landscape.
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Eyon
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« Reply #6 on: May 30, 2018, 04:10:22 AM »

Bro the mountains are awesome ! Good call to use 3D meshes, the custom shader looks good.
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pablomon
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« Reply #7 on: June 01, 2018, 03:07:25 AM »

Thanks guys. Still working on it.
Taugeshtu, thanks for the suggestion. The camera will be completely top-down so the ships (sprites) don't get too distorted. So distance to camera would be roughly equal at a given height. The pitch was only intended to show better what is behind the scenes...
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pablomon
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« Reply #8 on: June 06, 2018, 09:45:37 AM »

Just flying around!

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barta
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« Reply #9 on: June 06, 2018, 09:56:11 AM »

visuals look cool.
maybe if you add some sin/cos in the shader for the background, it would look better.
something like:

color = lerp (darkblue, lightblue, position.y + 0.1*sin(position.x) - 0.1*cos (position.z))
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pablomon
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« Reply #10 on: July 04, 2018, 06:30:50 AM »

maybe if you add some sin/cos in the shader for the background, it would look better.
something like:

color = lerp (darkblue, lightblue, position.y + 0.1*sin(position.x) - 0.1*cos (position.z))

Hey barta, I tried it and I got different weird stripe patterns. I didn't get a screenshot, maybe you could show me what you were suggesting with an image?
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FuzzySlippers
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« Reply #11 on: July 04, 2018, 01:45:38 PM »

I really like that style
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barta
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« Reply #12 on: December 12, 2018, 10:44:25 AM »



Hey barta, I tried it and I got different weird stripe patterns. I didn't get a screenshot, maybe you could show me what you were suggesting with an image?

[/quote]

ok this is old but... maybe you're still working on it...
yeah you can get strange patterns... it depends on the scale you used for the models. just play with the operation a little bit and you might find a result that satisfies you. try multiplying or dividing position.x or position.z for some number.

it would give it more "curvey" edges and it would look a bit more like clouds. nothing exceptional, just perhaps a little improvement.
i use sin/cosin in almost every complex shader i do, it can be a great tool.

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