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samoan62

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About samoan62

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    Artificial Intelligence
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  1. samoan62

    Snow/Fantasy Themed Track

    Here I reached into my more artistic side and thought a snowy/fantasy themed track would be fun to include in Death Race. The concept behind this track started as an industrial snowy planet. However one thing I've noticed that successful Indie games have in common is that they tend to make liberal use of bright vibrant colors, so the track took more of that fantasy direction. I found a lot of really impressive unity skyboxes here and fell in love with the bright rainbow/fluorescent colors. I also added a snake dragon thing that flies around in the sky and gets close to the player. Thought it would be a cool touch. You'll also notice an electrical effect that spews bolts out behind the player as they surge through boost panels. I found a great tutorial on how to make electric bolt animations here. Hope you like it!
  2. Wow really cool. It seems like you could use this for a lot of things and also extend it to include support for more shapes/shaders as well. Keep up the good work!
  3. Typescript's main advantages are of course type safety and the ability to compile onto older versions of js. If you think that would help you with your goals then Godspeed! You'd probably end up using something like Three.js, which you should be able to set up with webpack . I just found a post here of someone trying to do just that. You'd probably run into a few pitfalls getting it set up, but depending on the complexity of your game I think it could be well worth it. I made a game in Three.js without ts, and I know that having type safety and those nice IDE features that come with ts development would've helped somewhat. It can be pretty cumbersome to create objects and enforce type safety without it.
  4. You could always just google for a good water normal map like this. If you wanted random noise to make the texture more dynamic like real water you could do something easy and hacky like just interpolate the normals over time between the original from the texture and the original's inverse.
  5. samoan62

    Designing collider for a table with a hole in it

    I suppose maybe a better question that might help would be, what do you need this type of collider for, and what do you need the physics to do? Many games get away with faking real physics and can do away with needing a huge complex collision detection system. For instance like lawnjelly said, if it's for a golf game suggestion #2 would be a pretty good idea. You could also fake golfing physics by splitting the problem into a few scenarios: golf ball approaches hole slowly and falls in if over the hole ball goes too fast and skims over the top of hole, but slows down and changes direction if approaching the hole on the side. If it's for something like Super Monkey Ball you might need something more precise and have to go with lawnjelly's #3 or #4.
  6. samoan62

    Slow Motion Game Effect

    Time.TimeScale in unity effects the physics of all rigid bodies. You can't target any in particular, so I think you are on the right track with this. In theory doubling the force on an object while halving the time scale should result in the same resultant velocity, but I think you maybe should be shooting for the same change of displacement over time instead in which case you should quadruple the force. I would be interested to see how unity would handle this and what it would do. I suppose you should also be comfortable making the assumption that only force vectors acting on your game object are moving it. This includes gravity and friction as well, you would need to apply the same multipliers to them.
  7. It's true that game engines handle most of the heavy lifting out there and aid you immensely as far as the graphics pipeline is concerned, but even if you do build a game on Unity or Unreal those usually don't get you all of the way there, especially when your game demands some more specialized advanced behaviors. Say you want to implement a seeing through walls mechanic. What this guy did here is nothing short of impressive. His solution was built on Unity but required a lot of ability as far as the graphics are concerned. What if you wanted to implement a wall jumping mechanic? Or a gravity on the walls mechanic? There are tons of cool things you can do to your game that OOTB free game engines don't have implementations for. I'm working on a racing game where the track twists and corkscrews, and I needed a mechanic that would apply gravity to only the track. Unity's built in physics weren't really that useful for me so I had to use some good ol' linear algebra to get things working right. </self-promotion> The point is no matter how much heavy lifting these engines do, there's always a ton of ways to get creative on top of them, and it's going to making things way easier for you if you come in equipped with some of that mathematical/graphical knowledge. The thing is a lot of big publishers still have dedicated teams working on in house engines that have their own rendering pipelines and physics engines. For example most Nintendo games are made on game engines that aren't publicly available. Id hasn't released their new engine they used to build Doom. A lot of these in house engines rely on various pieces of middleware from outside though, so they still need talented developers to string them together.
  8. samoan62

    How to make destructible asteroids?

    You could also simply render an asteroid as a collection of pieces of an asteroid clumped together and simply separate one or more from the pack when appropriate. Most games with destructible environments do a similar thing. They have predetermined shapes that larger objects are reduced to when destroyed, although usually they are made up of only one mesh beforehand. If you want to get into dynamic mesh fracturing, that gets a little more complicated. You'd need some method for dynamically separating the mesh, and joining vertices of the resulting meshes together to form multiple complete shapes.
  9. samoan62

    Attack Speed and Delay

    Yea, you effectively want to negate all the time that accumulates when paused. I always use this psuedocode in my scripts when dealing with a pause invariant absolute time. It's useful to write as an abstract class so inheriting classes can easily access time. float timePaused; float totalTimePaused = 0f; boolean paused; GetTime(){ if (paused){ return timePaused - totalTimePaused; } else { return Time.fixedTime - totalTimePaused; } } PauseGame(){ timePaused = Time.fixedTime; } UnPauseGame(){ totalTimePaused += Time.fixedTime - timePaused; }
  10. samoan62

    Short Intro and Game Summary

    Ok got it uploaded here. Sorry about the weird .mov download. Not trying to give anyone viruses.
  11. samoan62

    VR naked development

    I'm kind of in your same boat since I'm wanting to get into VR as well. Unity is pretty much the best option you have in terms of game engine technology since it has the most support. It supports occulus and Google cardboard. I'd probably invest in the latter since it only costs $20 or so to buy a headset to hold your phone to your face. Meanwhile an occulus rift is $400. I don't think VR has a large dev community behind it yet but these are definitely the way to go for now at least. As far as learning efficiently though, I don't think there really is a best way to do it. I don't really think you need a lot of structure as well. Here is a good tutorial for getting started with hooking up VR and Unity. If you follow a Unity or VR course though you may get a nice overview but neglect to explore important features useful to you or superfluous features you don't care about so much. I would just get up and start playing around in Unity. Create a new project to kind of use as a learning sandbox and just mess around and see what you can do. Maybe even look at some videos of VR games in action and use those as a basis for what you could try developing.
  12. samoan62

    VR in Unity

    I guess I should say that I'm not so interested in people actually playing anything I make or even making money. I've kind of accepted that that's just kind of how game development is. I kind of just want to explore a VR technology, but don't want to invest time in anything that will be obsolete in a few years and have no community of support. I'm a little bit motivated professionally too since I may soon be working for an ad agency that occasionally makes promotional vr apps. I guess I'm just wanting to know the best way to get my feet wet with vr.
  13. samoan62

    VR in Unity

    I was wondering if anyone here has experience with VR development for Unity. Having previous Unity experience, I'd prefer to stick with Unity but am open to other engines. It's something I've been interested in, and I'm wondering which community/technology is the easiest to use. An Oculus Rift costs around $400, so I'd rather not invest money in that if it doesn't have a big community and support behind it. Another option I was looking at was Google Cardboard for Unity. The guy here has a pretty good starter tutorial on VR dev for Android and the headset is only ~$20 and the Moga controller is only another 20 or so. This is definitely the most economical option, but I'd rather not go down that path if no one uses this technology or if VR on Android is crappy or something. The VR community doesn't seem like it's that big, so I'm having a hard time getting a feel for what's popular and what direction the technology is going.
  14. samoan62

    Short Intro and Game Summary

    I actually did get in contact with a guy on this site and he was generous enough to make a few songs for the game. Here's one I have with music. I probably should put these on YouTube too shouldn't I Death Race Light Cup Preview.mov
  15. samoan62

    Short Intro and Game Summary

    Hello all! I'm here to introduce a game I've been working part time on for some time now. The game is tentatively titled "Death Race" although it's not the most creative name I know. My goal was to make a very paced, futuristic, gravity defying racer VERY similar to F-Zero and F-Zero GX. In this blog I'll post occasional progress and even some tips on implementation for those who like linear algebra. So far I've managed to get the gravity and physics working very much like they do in the originals. Rather than staring off by boring you with the list of features and details, here is a demo of my latest track which has all of the latest features which should speak for itself (some of my older videos, are from before some key features were added). I've loosely modeled this track after Big Blue in F-Zero GX. I've also been making all of the assets for this track in blender myself which I'm not the best at, but I don't think they look half bad for what I need so far. You'll notice the health bar in the upper left corner which decreases any time I use boost power, hit a wall or get attacked by another player (demo here. The player's ship lunges at the AI if close enough). I neglected to place a healing area in this track however, but the mechanics of the healing areas in other tracks are almost identical to F-Zero and can be seen here. When the health reaches 0 the player dies in a big loud explosion. Some of the other features worth pointing out are that walls prevent the racer from falling off (although falling off and returning to the track is possible in other tracks), the yellow boost circles that propel the player forward, and the dynamic enemy AI that works miraculously. There are even tracks that demonstrate racing off the edge and landing on another part of the track (although the driving looks bumpy on this demo track. It has improved since). Below is a demo of a complete 3 track circuit. This video is almost a year old however so some of the bells and whistles aren't there yet. I actually have a hard time with beating the AI in the second track! The general flow of the gameplay is pretty much like it is in any racing game. Circuits have many tracks which have many laps. You complete the tracks consecutively and whoever finishes the best overall is the winner of the circuit. However the game doesn't yet do anything like save records or give you a satisfying congratulations screen. As you'll also see in the video below, my racers don't exactly have very creative names either, and my menus are sill pretty bland and boring. These are all things I'm working on, but the core functionality of the game is there, and I'm willing to take creative advice/criticism from anyone who has suggestions!
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