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glmisscelan

FreezeME - A 3D Platformer in the style of the N64-era platformers

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---UPDATED ON 03/03/14

 

Hello everyone!
 
This is the game that I've been working on for the past year.
 
It tries to resemble the platformers of the N64 era.
There’s an apparent twist, however, as the player can freeze objects and enemies in time by taking a picture of them.  
 
Below you can find some videos and screenshots (note it is still on an early development stage)
 
Hope you like it!

 

[media]http:

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[media]http:

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Please upvote the game on Steam Greenlight: http://steamcommunity.com/sharedfiles/filedetails/?id=231340170

Edited by glmisscelan

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Thanks for the comments marshiell1!

 

I'm using Unity3d and for the scripting c#.

I designed the models, but I got a freelancer to model them :)

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I have recently switched the rendering path in Unity Forward Rendering to Deferred Lighting, but  I’m still not fully convinced sad.png .
 
The main advantage of deferred for my game is that you can use shadows with point lights. I started working on some indoor areas where sun (directional light) is not reachable and the result was not fully of my liking.
 
Even though supposedly I could use lighmaps for those, since my levels are quite big, the final resolution of the lighmpams there makes them almost not noticiable.
 
On the other hand, the aliasing is more noticiable using deffered as only some post processing and not hardware can be done.
 
I will stick for the moment with deferred and see how it goes, below some results:
 
def2noPNG.png
 
def2PNG.png
 
defno1PNG.png
 
def1PNG.png
 
Also, I've playing around with some IA and uploaded a video of the main character "toying" with one of the game´s foes.
 

[media]http:

[/media]
 
Hope you like it!

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Thanks for the comment Counteractman!

 

There have been a few changes since my last update, the most noticeable one has been the redesign of R, including the mesh and animations.

 

The AI has been reworked a bit as well as the HUD, where all the elements have been redesign and some new code has been added to it.

 

The main directional light has been rotated to be completely perpendicular to the objects, so the player can see the shadows of the objects perpendicular to them and measure better their distance.

 

I have also started working with the profiler, still a long way to go, but with a few tweaks here and there, got around 30% fps increase.

 

Finally, I have implemented some new FXs.

 

I have put together a new video showing some of these developments, really hope you like it J.

 

[media]http:

[/media]

 

 

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Since the last updated, I have mainly focused on a terrain mesh and updates on the camera features.

For the terrain mesh, I've been using the unity default terrain feature.
You can get decent results quick and it is integrated in the editor, so you can modify it and see the results in real time.
But it also has limitations, for me the most annoying ones for me were:

The chequered layout: the terrain is a heightmap defined by the resolution, disposition of these points that define the terrain cannot be moved, so you are limited to this chequered mesh. This became really noticeable for me when I tried to make some roads on the terrain.

Textures on perpendicular surfaces: with the default unity terrain tools you cannot modify the uv coordinates of the texture, this becomes really annoying the more perpendicular the surface is as it will be displayed more and more stretched.

Holes: well, you cannot make any holes on the map, that’s it sad.png

So, after trying for a while to find fixes for all those limitations, just gave up, exported the terrain into an .obj file, and worked on a brand new terrain on blender. You can do all you can think of, but it is way more time consuming, and you cannot see the results in game in real time, so I had to go back and forth multiple times.

After a few days, I managed to put something decent together, and I’m quite happy with it smile.png

ss2012_a1.png

directlink_BbdCzsjCMAASii_.png-large.png


Then, as mentioned above, I spent some time working on some new camera features.

The player was able to rotate the camera around and some basic collision detection was implemented: a raycast thrown from the player to the camera, if a collision is detected the camera moves a bit ahead of the collision point.

This would suffice for most of the situations, but there are some exceptions on which the player would benefit for something a bit more sophisticated.

Exception 1 – Small, thin or full of holes objects
Sometimes, if the main characters passes by one of those really close and this object happens to be between the cam and the character, then, the camera will quickly/abruptly move closer to the character. This can be a bit disorienting for the player, and, honestly there is no real need to move the camera closer, the geometry of these objects won’t prevent the player from “guessing” what is behind.

For this exception, first, I changed the player shader to display the silhouette. when an object is occluding it, on top of it. Then, I tagged these specific objects so they are not retrieved in the raycast collision.

As a result, in the supposed scenario above, the camera won’t move, but the player could still follow the trajectory.

except1.png

Exception 2 – fixed camera
Sometimes there some specific angles that are really beneficial for the player, you can always let the player find that specific angle themselves, but in most cases they would appreciate a little bit of help  smile.png.

So I have set up some volume bounding boxes connected to a fixed point in space, when the player enters that volume, the camera moves as close as possible to that fixed point, and stays there until the player leaves the volume.

except2.png

Exception 3 – Camera on rails
Similar to the previous one, the difference here is that I can make the fixed point “mimic” the movements on whatever axis I decide, one, two of all of them at the same time.

This somehow imitates camera on rails feature, widely seen on movies.

except3.png

Exception 4 – Cinematic
Haven’t done much here, just integrated the cutscene plugging uSequencer.

except4.png

AI – Back to back
Last, some basic AI, after a couple of seconds, if there is no input received the camera will automatically move to the back of the player.
 
Finally, you can watch a video with all those features implemented:
Hope you find it interesting!

[VIDEO]http:

[/VIDEO]

 

 

 

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Very great looking game. I really love the look of the water as well. How did you achieve the water edge glow effect? I saw that you're using unity and that's what I use as well, so am a little curious. Keep up the good work :) I always stick to N64 / Psx style graphics, since I love the era so much as well

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