Jump to content
  • Advertisement
  • entries
    59
  • comments
    86
  • views
    40211

Weekly update #7

Sign in to follow this  
Ph4nt0m

1363 views


  1. [font=arial]GUI System[/font]


    [font=arial]The Unity's GUI system is a bit rough - if you use plenty of OnGUI() calls in your scripts the performance of your game gets really clunky. The IMGUI system (or normally referred as GUI system) is not really intended to be used for user interfaces. For the sake of Floatlands I've written our own GUI system that works upon the IMGUI and only uses one render call (OnGUI call) and can be greatly optimized and elements inside of the system can be also recycled (used multiple times). For now you can only draw text, textures, lines and points. This is going to be expanded so we can also draw curves, rectangles and shapes with multiple color definition (e.g. line with a gradient).[/font]


    [font=arial]An example of how to use this system with ease (the method calls in OnDestroy, OnEnable and OnDisable are optional, but to recycle elements when certain objects are disabled/destroyed the 'Detach()' call should be called for performance reasons):[/font]

    private float renderDistance = 2f; // How close should camera be to render GUI element belowprivate Floatlands.UI.Graphics.GUIElement element; // GUI Elementprivate void Start(){ element = new Floatlands.UI.Graphics.GUIElement(transform); element.SetRenderDistance(this.renderDistance); element.OnRender(() => { Vector3 screenPos = Camera.main.WorldToScreenPoint(transform.position); GUIUtils.DrawCircle(screenPos, 25f, Color.white); }); element.Attach();}private void OnDestroy(){ element.Detach();}private void OnEnable(){ element.Attach();}private void OnDisable(){ element.Detach();}

    [font=arial]And of course Floatlands GUI system in action (still needs more tweaking and polishing):[/font]


    [font=arial]unity_custom_gui_system.png[/font]

    [font=arial]Domen Koneski[/font]


  2. [color=#000000][font=Lato]

    [font=arial]WEAPONS & ENEMY ROBOTS[/font]

    [/font][/color]


    [font=arial]ENEMY ROBOTS[/font]


    [font=arial]

    This week I was preparing the hostile NPC robots.

    [/font]If you browse through our previous posts[font=arial]

    , you can find out that we already had basic robots prepared a few months ago, but some reworking was required. The sniper droid got a cool cape, and all the droids were equiped with an IK system that handles aiming, recoil and grounding. All the droids are also equiped with a ragdoll system for satisactory robot slaying experience.

    [/font]

    sniper-robot-lowpoly-floatlands.png
    Hardscoper

    grenadier-robot-lowpoly-floatlands.png
    Grenadier

    assault-robot-lowpoly-floatlands.png
    Assault

    army-robots-lowpoly-floatlands.gif
    Army of enemy robots

    [font=arial]WEAPONS[/font]


    [font=arial]I also modeled the weapons for the player, but those still need to be animated for a good first person experience.[/font]

    weapons-lowpoly-floatlands.png
    Weapons

    [font=arial]

    Mito Horvat, Andrej Krebs

    [/font]
  3. [font=arial]NATURE IMPROVEMENTS & MUSIC CONTEST[/font]


    [font=arial]- [/font]

    [font=arial]

    We experimented and finally increased the density of our grass - it makes the landscape more fuller. Denser grass also lowers the game performance, but we tested some extreme variants and it still performs well.
    - Along with that we also upgraded to a dithering LOD system which makes the fade-in/out transitions of elements more smoothly.
    - We finished the mother island (second largest you can find in Floatlands)- in the video below you can see how they look.

    [/font]
    -

    [font=arial]At this occasion we wanted to invite all music composers who have been writing us to produce a composition for this video. We carefully listened to all submissions and finally decided for a demo made by[/font]



[font=arial]ALEX RICHARDSON -> website[/font]


[font=arial]
[/font]

[font=arial]http://floatlands.net[/font]

Sign in to follow this  


5 Comments


Recommended Comments

I like the cape on the sniper, and overall the robots seem nicely distinct yet similar.  Though I miss the hats I saw from an early blogpost.  I also want to see them ragdoll =P

 

My one question with your GUI is that you haven't mentioned why you aren't going with Unity's Canvas system and instead rolling your own immediate mode gui system?  I'd love to hear the reasons (pros, cons) behind it.

Share this comment


Link to comment

I like the cape on the sniper, and overall the robots seem nicely distinct yet similar.  Though I miss the hats I saw from an early blogpost.  I also want to see them ragdoll =P

 

My one question with your GUI is that you haven't mentioned why you aren't going with Unity's Canvas system and instead rolling your own immediate mode gui system?  I'd love to hear the reasons (pros, cons) behind it.

 

We are also using Unity's Canvas system. The GUI system we have written is based on the legacy version of Unitys GUI system (the one you had to program). We are using this system only for things like showing off items names in the nature, creating helpful overlay features for e.g. interactable stuff - doors, vehicles, etc.
 
We have written our own just to expand it with things such as draw distance (when the player is near an object the GUI element gets drew), and it doesn't take so much performance like the legacy GUI system - it uses one OnGUI call for each GUI element.

Share this comment


Link to comment

 

I like the cape on the sniper, and overall the robots seem nicely distinct yet similar.  Though I miss the hats I saw from an early blogpost.  I also want to see them ragdoll =P

 

My one question with your GUI is that you haven't mentioned why you aren't going with Unity's Canvas system and instead rolling your own immediate mode gui system?  I'd love to hear the reasons (pros, cons) behind it.

 

We are also using Unity's Canvas system. The GUI system we have written is based on the legacy version of Unitys GUI system (the one you had to program). We are using this system only for things like showing off items names in the nature, creating helpful overlay features for e.g. interactable stuff - doors, vehicles, etc.
 
We have written our own just to expand it with things such as draw distance (when the player is near an object the GUI element gets drew), and it doesn't take so much performance like the legacy GUI system - it uses one OnGUI call for each GUI element.

 

Just a thought, but what about attaching a canvas to the items you want to display text for in the world and setting them to World Space instead of Screen Space?

Share this comment


Link to comment

I really like the style of your game.  Have you written anything about what the game is going to be about?  if so where can I read up on that?

Share this comment


Link to comment

 

 

I like the cape on the sniper, and overall the robots seem nicely distinct yet similar.  Though I miss the hats I saw from an early blogpost.  I also want to see them ragdoll =P

 

My one question with your GUI is that you haven't mentioned why you aren't going with Unity's Canvas system and instead rolling your own immediate mode gui system?  I'd love to hear the reasons (pros, cons) behind it.

 

We are also using Unity's Canvas system. The GUI system we have written is based on the legacy version of Unitys GUI system (the one you had to program). We are using this system only for things like showing off items names in the nature, creating helpful overlay features for e.g. interactable stuff - doors, vehicles, etc.
 
We have written our own just to expand it with things such as draw distance (when the player is near an object the GUI element gets drew), and it doesn't take so much performance like the legacy GUI system - it uses one OnGUI call for each GUI element.

 

Just a thought, but what about attaching a canvas to the items you want to display text for in the world and setting them to World Space instead of Screen Space?

 

Thx for the suggestion, we're still in prototyping mode regarding UI.

 

 

I really like the style of your game.  Have you written anything about what the game is going to be about?  if so where can I read up on that?

Yes, we did. Just go to our page and click on Press.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!