Saturday, May 30, 2009

TestGrid Level

A 20x20 level to test grid performance out on. 

Friday, May 29, 2009

Terrain Grid


I got the shaders for projecting grid lines and highlight squares worked out.  This method is very easy for the grid but doesn't project correctly over any models placed on the terrain.


The alternate method is to project each grid line square independently which would allow for the definition of moveable squares, but might cause some performace hits for doing up to 2,500 of them in a scene.

Engine Map Size



I took my 3dsmax tiled grid and imported it into Unity then built a terrain above it to match the scale and texture resolution with the settings shown.

More shooting


Attached health to characters and added damage functions to the weapons.

Inventory System



Mockup of the planned visual inventory system.  Every item will take up a number of slots based on its acual size in the game and will always be visible on the character in the game.

Here's an example of a loaded up character:

Map Sizes

I was taking a look at a few other tactical games and counting out squares to see how large the grids were.  Jean d' Arc had the smallest map sizes with the majority of them being 20x20 and larger maps 25x25 or even 30x30.  Xcom maps varied from 30x30 to 60x60 for the larger ship missions.  Larger still were Jagged Allince 2 maps with sizes around 75x125 or so and each level is based off a larger grid map with all the sizes being the same.  While smaller maps like Jean d' Arc would be lighter on asset usage and texture sizes, its a bit too small for a ranged combat game.  I think 50x50 would do well for a default map size so I did some renders of tiles at that size with some characters placed and mock up miniature buildings for scale.


Another test of tile scale puts the tile at 5' and the spacing seems pretty good for closely positioned units.  They don't look too bunched but they should also have enough room to move around a little bit in the animations and not clip through nearby units too much.  And, 10' happens to work perfectly with the tile tools.


Wednesday, May 27, 2009

Gunfire

Have another weapon up and running, the AK47, which will be the starting rifle in the game. Unfortunately the video is too small to clearly make out the awesome hit effects.

Missile

Thanks to some help from  zeroZshadow I now have a functioning Missile Launcher.  Backblast FX to come soon.  :)

Sunday, May 24, 2009

Base Weapons


Finished the Heavy MG which means the base starting weapons are done.

Adv Weapon Models and Textures Finished



Saturday, May 23, 2009

Splosions!

I've got a pretty good rocket explosion effect going.  It does need some dirt being kicked up but ideally that would be tied into some material setting based off the texture splating.

Updated Map


I updated the map a bit while failing to get the scripting working that I wanted to get done.   The grid is partially working but the projector won't tile the shadow map so increasing the volume size only scales up the grid.   The tweaked lighting and fog looks much better...and dudes are now holding guns.

Splash Screen

Friday, May 22, 2009

Advanced Rifle



Thursday, May 21, 2009

Firing

It's probably the worst method ever to implement, but I have firing projectiles.  Couldn't figure out how to get the projectile to spawn at his chest position and still fire.  Need to get them colliding with other objects as well, but I don't think that will be difficult, there are plenty of examples.

Animation!

Finally got to setup a set of character animations and get them playing in game.  Its not pretty but its working!

Wednesday, May 20, 2009

Correct Tree Shader Setting


Looking much better now.

Rocket Launcher Texture




Rocket Launcher texture and ingame view.

Tuesday, May 19, 2009

Terrain


Played around with the terrain editor in Unity today....pretty sweet.  Here's a little scene that I created while learning the workflow for the tools.  I think this could easily do the job of creating outdoor levels.  :)



Monday, May 18, 2009

Pistol Idle Anim

And.....the idle anim for the pistol(s).

Pistol Finished

Basic Pistol, 64x64 texture.

Missile Launcher Textured








































Finished the Missile Launcher texture.  Added 2 pics from potential ingame camera angle.

Outdoor Tiles Test


Here's a test of some outdoor tiles used to test different height levels.  The number of pieces needed to create the varied heights and get them to lineup correctly is tedious and would be difficult for any sort of automated tile tool I would think.

Indoor Tiletest 2
















I threw some lights and characters in the scene and saved a shot for fun.

Interior Levels Test

Here was a quick test of a tileset for use with Revolt.  Still trying to figure out size and these ended up being slightly too big for the character proportions.  I think the final size is going to be 4' tiles and 8' high.  The textures used here are only 2 256x256 and I think this will be the final size as there is plenty of detail for an isometric perspective game like this.

Launcher Run Anim


Yet untextured Rocket Launcher being carried.

Rifle Idle


This is the AK47 which will be the first level Rifle in the game and Soldier Idle for it.

Heavy Weapon Idle 2

Chaingun

The Chaingun is the level 2 Heavy class weapon category.

Heavy Weapon Idle


Here's the newly textured Chaingun model shown in the Soldier Heavy Weapon Idle.