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did a few tweaks, think I like this much better:

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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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That is great.
"Today is your victory over yourself of yesterday.
Tomorrow is your victory over lesser men" - Miyamoto Musashi
Wolfire Games
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, card carrying polycounter,
2,317 Posts,
Join Date Aug 2005,
Location Berkeley, CA
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Bring back the strength the overall gradient, lighten some of the armor bits to separate them and I think you've got a winner.
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, Polycount.com Editor,
13,920 Posts,
Join Date Oct 2004,
Location Seattle, Wa
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ooh nice, I'll give that a shot  cheers!
I'm not sure the soldier matches the cowboy in style but I'm going to forge on, I'm still figuring out the ins and outs of the style. Once I have some scenes I'll revisit and match it all up
style wise I'm looking to settle on something:
- quick and fun to produce
- striking/bold and easily recognisable
- crisp looking- low resolution textures but used in a way that retains a sort of 'HD' feel overall, particularly in environments (eg- diamonds not square pixels, suggestions of texture through pattern)
7 day fps is coming up tomorrow, I think if I participate in that I can give the evolution a bit of a kick 
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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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Good call Mark, I think it pops much better with a few small changes  played with some slight colour variation too:

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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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this is amazing - keep at it - and make more vids!
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, spline,
180 Posts,
Join Date Mar 2010,
Location Surrey - UK
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I'm a bit worried that he's still rather monochrome; it might be hard to tell exactly in what way he'd be moving from a distance because his limbs are the same colour as his torso and would probably blend in.
Oh, and I want to mention that I like your stylisations. They're very cleverly simple and very distinctively you.
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, polycounter,
1,134 Posts,
Join Date Jul 2005,
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cheers
Zwebbie: I hear you- I'll come back once they're in game and see how they read, will keep an eye on it
here's my first noodling for the 7 Day FPS ( http://7dfps.org/ )
colouring is a mockup, it'll be better 
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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
|
some kind of security dude:

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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
|

got a health system going for the baddies, and headshots take more damage, arms/legs less. tomorrow will be AI day..  fun, if it goes well...
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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
|
baddies fight back! (still to implement player damage mind..
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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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this is awesome rich. I've been dicking around with unity prototypes for a couple years now and i've yet to produce something this cool
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, polycounter,
1,191 Posts,
Join Date Nov 2004,
Location Toronto, Ontario
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cheers!
this one was fun to make: (explosions!)
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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
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i still have the post it on my screen 
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, polygon,
576 Posts,
Join Date Jan 2011,
Location Oceana, WV
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eyyy I finished the 7 day FPS challenge!
check it out here: http://www.richmakegame.com/?page_id=732
some screenies: (sorry for the size!)

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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
|
Hey Rich, how do I turn left/right? I can only strafe after setting up my (xbox) controller.
Game looks great btw!
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, polycounter,
1,262 Posts,
Join Date Oct 2004,
Location NY
|
I played with one hand on the gamepad (movement and shoulder button for reload), one hand on the mouse (mouselook, fire, jump).
It was simple gameplay wise but fun! The art made me want more. It also makes me want to do an unofficial seven day FPS. Hadn't heard of that challenge before.
Last edited by Vrav; 06-15-2012 at 11:42 PM..
::
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, polycounter,
1,205 Posts,
Join Date Nov 2008,
Location Southern Oregon
|
sorry guys, I can't guarantee pad support works.. (well, ok it's broken :P) I'll probably take a look at fixing that but for now mouse + keyboard is safest bet..
just made a video trailer:
@vrav: it was really fun but gruelling as hell. I could have tried something smaller though I admit.. an arena based game would be smarter. many nights I got the barest minimum of sleep!
Last edited by rooster; 06-16-2012 at 06:08 AM..
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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
|
Looks Awesome man. Hadn't realised you'd posted a playable. Great fun.
Out of interest. What did you use to create the vocoded voice in the menu?
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, card carrying polycounter,
2,469 Posts,
Join Date Dec 2007,
Location Newcastle UK
|
cheers- emm, I believe it's called voice synth, on ipad
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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
|
this is super rad. love the pixel art textures.
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, spline,
179 Posts,
Join Date Feb 2008,
Location Phoenix, AZ
|
wheres my copy at?!?
Edit: NOW HAS!!!!!!!!!!!
Last edited by dpaynter26; 06-24-2012 at 11:27 AM..
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, polygon,
576 Posts,
Join Date Jan 2011,
Location Oceana, WV
|
Hey folks! it's new game time! my favourite time
it's still super early mind but I want to start posting updates publicly, I work alone and it gets kinda claustrophobic without sharing what I'm working on.
So the new game is called Car Tank! (at least for now) and it's about an off-world colony who have got into trouble with rogue robots and plant monsters, so they call in the one man who can sort it out- Sheriff Cop, driver of Car Tank. It's going to be a kind of arena shooter, where you enter each new area and fight baddies, destroy a base, collect stuff etc and move on to the next. Arena shooter with a bit more level structure and even some exploring. Traditional WASD/mouse or twin joystick controls, which may confuse some at first since it's a car but it's very responsive.
The art is still very WIP but I'm quite attached to the banded gradient landscape and shaded polygon look. it doesn't all gel quite yet but I want the end product to be very striking visually with a wide range of palettes between levels.
here's some video and screenies:
here's a breakdown of some current tasks :
- Switch from plugin Antares Universe to UnityScript- most of Antares is replaced, now finish the switch-over and re-organise project for easier development (project getting messy)
- develop in-editor level editing tools. This means ability to edit terrain directly in editor and not rely on modelling tools (modo) for level design changes. Fast editing essential (non destructive if possible- eg, can change landscape polygon resolution at will)
- create new enemy spawn logic- able to randomly spawn certain groups of enemies but keeping to a strict difficulty curve. Levels and areas will have certain enemy types available to spawn, and code decides how to use them to create fun varied experience- not quite the same each play.
- develop level progression structure. currently thinking of some outrun-ish idea of branching routes, some hard some easy.
comments welcome, cheers!
-Rich
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, Counter of Polys™,
6,427 Posts,
Join Date Dec 2004,
Location Newcastle, uk
|
Looking sweet man.
I like the "Giants Causeway" hexagonal blocks surrounding the arenas. I'd like to see some of that geo more within the arenas as well. Maybe some lower ones that the cars can drive over and use as platforms. Also instead of the "traditional" style rocks you have within the arena, they could be more hexagonal to keep things consistent. Large toppled or brocken ones, and ones sticking out of the ground at angle, etc.
Anyhoo, just some things for you to ponder, or not...
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, card carrying polycounter,
2,469 Posts,
Join Date Dec 2007,
Location Newcastle UK
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