Showing posts with label game engine. Show all posts
Showing posts with label game engine. Show all posts

Wednesday, January 11, 2017

Working with landscapes for games


     Okay, I know what you are thinking. My last blog post was in the middle of December. I said that the plan was to get enough of my new game finished and post the greenlight campaign to Steam by the end the month. Obviously this did not happen then I just disappeared from the blog ever since.  And now I come back, in the middle of January and this is my first update for 2017!? Talking about landscapes!!! Are you kidding me!? What  great way to start off the new year right? Okay, joking aside, I have been working on my new game, I have been making a lot of progress and I will have a proper update blog post later on to talk about my plans for 2017, give more info on the new game project and so on. But for now, I want to talk about working with landscapes in a game project. 


   I was working on a new scene for the game that features a piece of land that is split down the middle. This can work as a river for example. I was happy with the results and I thought that I just had to share this on the blog. In games or just 3d modeling in general landscapes can be very tricky to work with. The Unity game engine does have its own terrain system which has a ton of great features and tools to help you create massive terrains for your game. Personally, I hate Unity's terrain system based on past experiences with it trying to create good landscapes for my games. It can be very time consuming to sculpt in main features like rivers, you end up with these giant empty terrains that look messy, constantly switching between brushes, adjusting sizes, erasing over areas constantly to try and get something looking right is frustrating to do within the Unity engine. You get all this unnecessary geometry/increase in poly count that could take a hit on your games performance, etc. I can go on and on about the many flaws the terrain system and tools the Unity engine bring. If you are a Unity developer and have used the terrain system or even if you used a terrain system in a different engine you might understand what I am talking about.  

     I figured, instead of throwing in this giant unnecessary piece of land into the game, why not just focus on the important features of the land that the player will actually get to explore? Before I continue, just know that this is more of a personal design preference and depending on the kind of game you are making, this might not be a proper solution for you. For example, if you are working on a huge open world game that's all based on terrain like MGSV for example, then you might want to actually sculpt and entire terrain. But for my case, I am working on a linear game that is broken down into smaller scenes with loading times in between. Anyway, I realized that just focusing on the important parts of the landscape such as rivers, canyons, etc is all I really need to create. I can save a ton of time and polygons by just putting in the parts that matter, and then make it feel seamless or give it that seamless illusion in post such as covering the area with fog, decorating it with trees, foliage and other props to make the land feel more believable and adjusting the camera clipping so that the player never sees past the edges of the world. There is no need to create a massive landscape that would take the player time to traverse. That would just be filler. Just cut straight to the main parts of the game. 


     So in the screenshots I am posting I am showing this grassy type land that is split down the middle which shows the under side of the earth. This can be used as a river, I can re-texture it as a canyon or really any kind of land-form that splits. This literally only took me about 5-10 mins to model and texture in blender. It is very low poly, it looks good in the Unity engine and just works for my game. Here is a breakdown of the mesh so that you can see and get a better understanding of how it was made. 


Here is the actual mesh inside of blender. The wireframe shows that it is actually very low in poly count. The loop-cuts/edges/vertices/faces (whatever it is you call them) are very clean and form the mesh very nicely. 

Here is the textured mesh. (Still inside blender) Everything was done in blender then exported to the Unity engine. About the textures - it can be very tricky to texture landscapes because they have all these different materials blending into them like dirt and grass and wet mud and rocks and so on. If you are using a terrain system like Unity's terrain system you can easily just paint and blend textures directly onto the terrain and make it look seamless. When you actually model a piece of land like this that has very few polygons, texturing and blending can be tricky to do. What I did for this is created two different materials. Grass and dirt. I applied these to the model on the appropriate uv coordinates. The trick to making everything blend together is within the mesh itself. It is very important to make the right amount of polygons for the model. Just focus on the silhouette of the landscape first. Model in the areas that are needed then you can apply you're textures. If the model looks right without the textures and you can visualize where the grass needs to be placed or where the mud needs to be placed, then texturing will be simple because you know you have the right amount of polygons and it will look fine.

The best part about this particular model is that it is modular. Meaning that I could just reuse this river/landscape split over and over again. I can extend the river and make one huge seamless formation. I can use it for different environment and so on. 

Here is a screenshot of just a simple lighting test done in blender. 

     It won't be perfect and that's okay. Keep in mind when working on games there are so many other things to take into consideration besides the graphical appearance. Poly count, performance, gameplay, etc. The landscape won't be perfect. Mine is not perfect. Up close you can see a very straight line where the grass and mud separate. The trick with games is, you can get away with this kind of stuff because most likely the player would never even need to get that close to notice anything. Plus as mentioned before, these small things will be hidden by other game elements like foliage, fog and so on. Don't focus on making something perfect. Just focus on making something look believable and acceptable then move on. Remember there is still a lot of other stuff that needs to be worked on in a game. So never dedicate too much time to a single piece. You can get away with these things. I was thinking about how older games like Zelda Ocarina of time handled landscapes when the hardware was so limited. I looked at a couple of screenshots from various parts of Hyrule and noticed that those landscapes seem to be modeled very similarly to how I modeled this river example I am showing above. It wasn't perfect at all, but it just works and it still felt like I was in this believable game world even with some of the obvious seam lines. 



Tuesday, December 6, 2016

ONLY $1 WOW!!!!!!


Need some 3d characters or environment props to quickly populate your Unity game but don't have the art skills or don't want to waste anytime making your own!?!? Look no further! As of today all of my asset packages that are available on the Unity Asset Store are $1 and less!

Beach props, rubber ducks, blocky looking characters, cartoon models, etc! Its all there! everything you need to make a game!!!! (Well not really, but you could use all of these for the art aspect of your game at least)

Check out my Unity Asset Packages here on the Asset Store: https://goo.gl/tctGqd

Friday, September 9, 2016

Im back. Updates. Making a new weird game + future plans



Hey everyone. I am back and have a lot of cool stuff to talk about. I'll just cut right into everything without rambling on and on. The character you see above is a new character I recently created. He has a ponytail. I named him "Ponytail". I am experimenting around and plan on using him for my next game. What kind of game will it be? I don't know yet. I never plan any of my games. I always just create stuff randomly and throw that stuff into the unity engine and eventually come up with a game. Maybe that is why my games end up turning out so weird. *cough* Potato Thriller *cough*

Anyway, I created ponytail, I threw him into the unity engine and made a small prototype demo. 

Again, just messing around at the moment with no real game design plan.
Hey, remember those donkey characters I made a while back and also showed off a working prototype demo of? You know, these donkeys ?
Well guess what, they are back! See!

I will probably make the donkeys and ponytail part of the same game instead of making two separate games. Who knows, maybe down the road I will also make a separate game for each character. But lets focus on whatever this project is going to turn out to be first. 


Here is another screenshot from the new demo. If you remember, the coffin models here are the same ones I made a while back when I announced that I was making a cartoony game about a vampire and garlic. Do you remember? You know this one over here. Yup, I posted an update that day, said I was making some game featuring that vampire character and then vanished. I haven't updated the blog since. What happened to the vampire game? I don't know. I might eventually go back to it. But for now, my interest has shifted to making a game featuring my new ponytail character. 

If you guys haven't noticed by now, I make a lot of 3d characters and 3d models in general. I have so much 3d stuff I create, esp characters and then end up not using. I literally could make dozens of new games with all the 3d models I create on a daily basis. But that just isn't really my development style. I like to work on something until it feels right to me. Until it feels like it came from me. Until it feels like it has that "Snowconesolid" type feeling to it. Not sure if this makes sense to anyone. But it does to me. I can't really explain it. 

Anyway, I will probably end up making some kind of new horror game with my new characters and the donkey characters. I don't know yet. We will see how things go. But I am definitely in the mood for developing something new. I want to post a new "Making Of.." for my Ponytail character later on the blog. Which I will get to maybe later today or tomorrow. 

Other Updates:

I also plan on posting a new video update soon. Maybe a new "Cookin Games" episode over on my channel showing off the new prototype demo in action and just to kind of reconnect with everyone who follows this blog and my youtube channel. So keep an eye out for that here on my channel

I also kind of feel like adding new content on my youtube channel. Stuff that is not really like developer updates or anything. I want to expand and get into new stuff. Not just game making all the time. Like I said earlier, I have a ton of unused 3d characters and props. I also have so much of my older 3d stuff from other projects that I could reuse. I don't know for sure yet, but maybe I will start doing animated short series and posting those to my youtube channel as well? We will see. It depends on if I get the time. So I am not making any promises yet.

Final piece of news. I haven't really said anything about this until now and I am not sure how much I can say about it so I won't get into too much detail until later on. But I finally signed with a publisher. I signed my previous game "Potato Thriller" with a publisher and they have a major update planned for it and everything so I am eventually going to go back and work on the update for PT and go live with it on Steam eventually. That is all I will say for now. I'll keep posting more updates here on the blog though. 

Anyway, I have been keeping busy. I have a lot of new stuff that I am really looking forward to get working on and I can't share with all of you. Thanks everyone once again for all the support and stay awesome. More soon!


Friday, July 22, 2016

New game about a vampire and garlic....



     Hi everyone. An update on the blog is long overdue so here it is. I recently started working on my next new game project. I created a bunch of new assets, a new character, etc. I have no idea what the game is going to be or how it will turn out. I am still in testing/playing around with ideas stage at the moment. The game will definitely be something about a vampire and balls of garlic though... because that is all I have done.... for right now....

Anyway, just wanted to post a quick update to prove that I am still alive and making stuff. I'll keep creating. More updates soon.

Here is some more screenshots from development for now. bye!







Monday, June 6, 2016

New Vlog series - "Cookin Games"


Hello everyone. For many years I have been posting updates about my game projects and random stuff here on my blog in written format. However, vlogging (video blogs) have been around for quite a while now and is a pretty popular format especially for youtubers and even gamers. 

I believe that people like visual stuff. We enjoy actually seeing and hearing about things more then just reading text silently in our heads (I know that I am definitely a more visual type person) so I decided to create a new video series called "Cookin Games" and all this is, is just me rambling on and talking about my projects and sometimes even off topic random stuff. Its kind of like a blog podcast with a visual element in the background. So as I commentate in the background, footage of something I created like a early prototype from a game or project I am working will  also be shown. So with these two very important elements (Visual) + (audio) I think a much more special experience is created then reading text off of a blog. 

My goal with this series is to showcase some of my newest work and discuss and share it with you guys and hopefully even entertain and interact with those of you who are watching or leave feedback in the comments section. 

This is something that I have been planning on doing for a while now. Becoming more active on my youtube channel. So I look forward to creating more dev vlog videos and sharing. As for this blog, I am not replacing this blog with my youtube channel. I will continue to post updates on here as well of course. :)

I have just uploaded the very first episode. You can check it out here:


I am not really much of a youtuber and don't really have high expectations or am aiming to build like a giant youtube channel with tons of subscribers. Thats not the case at all. I just thought this would be a fun way of better interacting and posting updates. Creating silly indie games is my main thing. Apologies for the constant "umms" and "ahhhs" and sometimes long pauses. Still new to the vlogging thing. Hopefully I will improve at it.

What happened to Potato Thriller for steam?
I did not forget about this. Actually, getting my recently greenlit game Potato Thriller released on Steam is my primary focus at the moment. I have been working on it. It is all I have been working on. I am working on an updated version for steam and adding extra content and stuff to it because I want the steam edition to be special and cool. I will have more updates on that in the next blog post. I actually recorded and created the very first episode of this new vlog series about a week before Potato Thriller was greenlit on steam. So I thought I would just upload this real quick to kick off the series then get back to work on PT. But I will have more updates about that in the next post. Thanks everyone once again and more soon to come.

Friday, April 22, 2016

New Asset pack: "Block People"


   
      My newest Unity asset pack "Block People" now available on the Unity Asset store.
"Block People" is a pack of simple 3d humanoid block shaped colorful toon styled characters. You can get this new asset pack and throw it into your Unity project today from the asset store over here:




Package Info:
- 3 different blocky characters

- 12 Skin variations

- Male and Female genders of blocky characters

- Mobile and Desktop versions of all character prefabs (12 desktop prefabs and 12 Mobile prefabs, 24 prefabs total)

- 18 different animation poses.

- Mecanim ready animator controller. Easily add your own animations to the controller and watch Blocky People animate!

- Optimized compressed png texture maps (1024x1024)

- Example scene with all characters.

-Works with both 3D and 2D projects

-Mobile Ready!

-Unity 5 Ready!

--------------------------------------------------------------------------------------------------------------------------

Price Reductions

I have also reduced the price of "Crazy Cats Toon Pack" to $3 and "Super Rubber Duck Pack" to $2.


--------------------------------------------------------------------------------------------------------------------------

     Its been a while since I put out  a new asset package on the unity asset store. Block People was a nice package to make to get back into it. If i'm not working on a game its probably on an asset pack. I don't know it depends. I have ideas for a lot of games and ideas for a lot of packages. So every now and then you might see me release a new package to the unity asset store. I will definitely always post an update when I do so here on the blog as I always do.

Thanks for reading. More updates soon.

Monday, April 4, 2016

Potato Thriller Afterthoughts


      Hey everyone. This is a blog post I wanted to get up a couple days ago but never really got to it. Anyway, its not really an important blog post or anything like that. Its more of a post where I kind of just ramble on and talk about my afterthoughts for Potato Thriller, my most recent game.

     As many of you know, I released "Potato Thriller" three days ago. April 1st, 2016 to be exact. Potato Thriller is an indie horror game that obviously does not take itself too seriously nor is it really even intended to be taken seriously at all. However, it is something that I am actually very proud of.

      I have been posting about this game for while now here on the blog for the past couple months. Keeping updates about development and how things are going and so on. Originally this game was just going to be a simple short one level game that was a silly take on the "Silent Hills P.T." demo. It was just some random quick game I wanted to throw together in a couple days. However, as I continued to develop the game and created more and more content it eventually expanded into this huge game project that took its own direction.


     It became something that was more than just a parody of  the Silent Hills P.T. demo. While some elements have been inspired from the Silent Hills P.T. demo such as the looping hallway and a very similar level design (the looping hallway level), the game itself - "Potato Thriller" is actually nothing like P.T. at all.  It became my own original unique game which features a cast of colorful characters and a strange but somewhat interesting and sort of complicated story-line that I made up as I created the game. Gameplay mechanics changed up throughout the game. Level design became unique and different and started providing a challenge, different enemies were introduced and actually had an established A.I. to kill the player, more characters were created and tied into the story and the game actually ended up turning into a full game that had actual gameplay. It became a game that is not just another indie horror game where you walk around and wait for a jump-scare. Its not just a jump-scare game. Its a game where you could actually get killed in many different ways. A game where you could progress further into the story to learn more about what exactly is going on.


Aside from that, Potato Thriller also turned into a game full of mystery. There is a bunch of hidden content in the game that might not even really have anything to do with the game itself. Some people might find some secrets as they play. Some secrets are harder to find than others and some secrets might never be found in the game at all. Aside from the story-line in the game, I wanted to add these hidden elements into the game. I wanted to create an experience that would make the player feel strange. Like get a "what? is this suppose to be happening?" or "is this actually part of the game?" type of response. The games story-line is one element of the game while at the same time, these secret mysterious elements hidden around may contribute to something greater then what the actual game is. Maybe the game is hiding something else? Maybe there is more to it. Will it ever be discovered? Who knows?

     Anyway, I am not really typing this post up to brag about my new game and show off. Nothing like that at all. I know my own game has its flaws. Its not perfect and not the greatest indie game out there. As a matter of fact, my game doesn't even really have the most positive feedback. A lot of people bashed the game and said that it is garbage, low quality, poorly made, etc and that is completely fine. In games, especially indie games, there is always going to be some form of negativity. Its just natural. I don't really blame those people for thinking this way either. Making this game, I kind of expected responses like this. I knew it wasn't going to really going to become this big thing. I knew that not many people would really be interested in it. Potato Thriller, is definitely not a game for everyone. Again, its not really a game that is meant to be taken seriously or take itself seriously.


When I was making this game, I wasn't aiming to be the best. I wasn't planning on creating an amazing epic game that was going to be "the next big thing in indie games". I wasn't saying to myself, "okay, I have an idea for such a cool indie game, I need to start working on it, post it to kickstarter, get funding for it, THE PEOPLE NEED THIS! etc" (off-topic, but I honestly hate kickstarter and would never ever ask for funding to create a game on any funding site.)  It's not a game that had stuff like documentation, planned game design, pre-made concept art or any early concept work at all. Its nothing at all. It was a game created with no background intentions at all. Its one of those games that was created without a purpose. A game that isn't really trying to be anything.  Its a game that I just really enjoyed putting together. Honestly, nothing was planned for this game and I just made it up randomly as I went. Its a game full of ideas. It was just a game project that I would open and close from time to time. Whenever I randomly thought of an idea, I would just throw that in the game. However, with that said, there is an established story-line in the game that explains everything. A beginning, middle and ending.



With all that said, Potato Thriller is definitely a game project I am very proud of. This is the biggest game I have ever made. I created so much content for the game and just really happy with the overall results even if its not the most appealing indie game ever, I actually did put in a lot of work and effort into creating this strange title. Even though its a really weird game I stuck to it and finished creating it. I really enjoyed making it and had fun. Again, this post isn't to brag about my game, but its more of a reminder for myself to see the milestones and accomplishments that I was able to achieve while making this game. 6 years ago, it was my dream to create video games. I knew nothing at all about making video games and I thought I would probably never learn how to create video games. Over the years I created many video games. Each game I improved more and more over the last. I was constantly learning more and more about game development. And looking back at older projects and seeing content that you created yourself is a really awesome feeling. I don't necessary make the best/good games, but I try. Making games is something that I truly love doing :)

Thanks for reading.
Potato Thriller is currently available on itch.io


Friday, October 2, 2015

Still making games? Yes. Blog update.




    Just wanted to post an update here on the blog to let everyone know that I am still alive and that yes I am still making games (*background* "Nobody cares, your games suck!")

Yes yes thank you everyone. It feels great to be back. Well I was never really gone. I just wasn't working on any new games...

Anyway! My last post was back in June, then I kinda just left and enjoyed summer break. So I think an update over here is long overdue. I have been working on a new game over the past few days. I don't really want to say to much about it at the moment cause i'm not really sure where I am going with this project. It is kind of like a random making it up as I go kinda game. But so far I like what I have! As you can see by the screenshot above, my next project is a little bit inspired off of something that might seem familiar to many gamers.

I don't really want to go on and on like a usual blog post. So I will keep this update short and just leave it here. Also, I am thinking about starting to post vlog updates about my games in the future. Maybe show some behind the scenes stuff, show some in game footage on camera, etc. I don't know yet. Stay tuned.  I will post more updates soon.

MORE DEV SCREEN SHOTS!


Friday, May 15, 2015

Super Rubber Duck Coming to Android



     So I have been working on new small game over the past couple days. Actually, as I mentioned in the previous post, I started working on this after submitting my entry for the zelda themed game jam over at gamejolt.com

My next game will be called "Super Rubber Duck". It will be a simple endless mobile game for Android devices. You play as a rubber duck with a red cape and must avoid hitting spiky soap enemies in a bathroom environment.

I created this game fairly quickly. It's already pretty much done at this point but I want to spend a couple more days doing polish work before releasing it to the app store. I am very excited about this one and look forward to releasing it for everyone to play very soon. I plan on releasing it either this Sunday or Monday.

Thanks for reading everyone!

Screenshots from Development: (Not from final game)








Tuesday, May 12, 2015

Post jam, behind the scenes look, what's next?


     Hello everyone. Just want to post an update here on the blog about whats coming next now that the zelda jam is over with. Before I do, I just want to say that the FemaleLinkJam was a really awesome and fun competition to participate in, definitely my favorite gamejam I have participated in yet. My entry, "The Zelda Within" placed in 7th place. I wanna thank everyone who downloaded and played the game. If you enjoyed it or hated, thanks for trying it out. I know, it is a very strange game. But definitely had a ton of fun creating it.

Many indie devs participated in the jam and 20 fan made zelda games were entered! (19 not counting mine) There are some really good entries made by talented game developers and I highly encourage you to go check them out and give them a try. I played through some and really enjoyed seeing what others have made. So if you get a chance be sure to check out all the awesome entries over here at this link:

http://jams.gamejolt.io/femalelinkjam/games

Lots of really well made games on that list.

Behind the scenes look:
Originally I was planning on creating a "Making of" blog post for "The Zelda Within". Just kind of going over the process of what went into this month long game project. But then I decided, I am too lazy to type something like that up. Instead, here is a bunch of "dev" screenshots I took along the way while creating the game. These screens can give you some idea of how the game was made. Made with Unity 5 engine and Blender3D of course. Enjoy!





































What's next?
     The zelda jam was fun and I really enjoyed participating in it but now that it is finished I don't think I will be participating in anymore jams for a while. I want to get back on track and continue working on my own personal game projects for the time being. Actually, I already began working on my next game project shortly after submitting my entry for the zelda jam. I am working on a simple mobile game for Android which I plan on having out before the end of this month. Probably even sooner then the end of this month as the game is already about 70% complete. I will talk more about my upcoming game in the next blog post real soon.

That is it for now. Thanks for reading. And definitely check out some of the cool zelda entries up on GameJolt.com

Stay tuna!