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rooster's Avatar
Old (#26)
did a few tweaks, think I like this much better:
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Ninjas's Avatar
Old (#27)
That is great.
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Mark Dygert's Avatar
Old (#28)

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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rooster's Avatar
Old (#29)
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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rooster's Avatar
Old (#30)
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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Old (#31)
this is amazing - keep at it - and make more vids!
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Old (#32)
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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rooster's Avatar
Old (#33)
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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Old (#34)
some kind of security dude:
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Old (#35)

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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Old (#36)
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Old (#37)
baddies fight back! (still to implement player damage mind..
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Old (#38)
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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Old (#39)
cheers!

this one was fun to make: (explosions!)
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Old (#40)
i still have the post it on my screen
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rooster's Avatar
Old (#41)
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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ironbearxl's Avatar
Old (#42)
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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Vrav's Avatar
Old (#43)
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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rooster's Avatar
Old (#44)
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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Stinger88's Avatar
Old (#45)
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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rooster's Avatar
Old (#46)
cheers- emm, I believe it's called voice synth, on ipad
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Old (#47)
this is super rad. love the pixel art textures.
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dpaynter26's Avatar
Old (#48)
wheres my copy at?!?

Edit: NOW HAS!!!!!!!!!!!

Last edited by dpaynter26; 06-24-2012 at 11:27 AM..
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rooster's Avatar
Old (#49)
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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Stinger88's Avatar
Old (#50)
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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