Creating a game set in rainforest

Hey guys, i’m not good enough using Unity as my game engine. I’m doing an adventure game in rainforest environment. Then, in my game, i have an avatar that user will control. There also have some crowds (AI). The interaction that will applied is basic movement, pick-up object, drop-object, shooting interaction, communicate interaction like mass effect. So, here, i need u give me an advise or some tutorial that related to my project. Thanks. I really appreciate ur help.:slight_smile:

Luke Ahern has a book called 3D game environments where he walks you through creating a basic forest level. As for the other items most any tutorial will give you those, check out the 3rd person platformer or some of Will Goldstone’s tutorials (his book covers most of this too and is good).

That will give you your base, you can teak towards Mass Effect (notice I said towards) afterward.

K

Thanks K for your advise.:slight_smile: i will try look at it.:slight_smile:

As for AI interaction and state managing I recommend you to watch steamisM50’s tutorial on YouTube videos.

Especially,advanced AI tutorials would help you.

Thanks yoshino :slight_smile:

I can only advise you about particles since I’ve got more work that I’d want on my plate right now. I’d reccomend using three particle systems:
1- Just simple rain, vertical billboard
2-Rain that’s affected by wind, blowing in a certain direction (If you have animated flags or objects that respond to the wind make sure they’re affected in the same direction) This system creates the illusion that there are many particles in the scene and that they’re all dynamic.
3-Rain drops bouncing off the environment. Some games do this perfectly, others totally ruin it, it’s a bit tricky.

Make sure that they seem to be happening and generating randomly, I’ve been working quite some time with particles to get the results I want, and the lesson I’ve learnt is that more particles don’t necessarily make a more believable picture, try to get that fine balance in between so that the particle systems don’t drop your frame rate too much.

Hope this helps, there are plenty tutorials around the net and should answer all your questions I guess.

rain particle is just if you want one droplet here or here, and if you got tons of
CPU/GPU time to waste… But if you want real rain ( i mean rain more looking like
rain than display bugs ) then you need this —> http://myunitytoys.webs.com/

however, my rain as is don’t respond to the wind, but with some little coding,
you could enhance it ofc. Imho, i prefer billions per frame droplets falling without
wind influence than tens per frame droplets falling according to wind and a good
percentage of your precious CPU time.

have fun :slight_smile:

thanks scarletsnake and pitibonom for your advise and sharing. actually i didn’t planning to do the rainy day in my environment. But maybe your advises and shares can be a part in my project. Thanks guys.:slight_smile: if you have any other tutorial and technique, just update me.:smile:

Very nice demo, what I was talking about was area specific, creating the illusion of volumetric weather effects, but I guess in this context yours would do a better job, since rain forests are much more vast than what I’m rendering in my project.

Yes of course, in some precise specific environment, you can do more specific effects, and therefore
have a much metter rendering than mine. However, each case asks for it’s answer. I tried to be more
generalistic with my package, and allow ppl to do a ‘put-rain-ingame-and-play’.
The bad point is that it always looks the same in all game. And designer has to custom it for his
ambience.
Scarletsnake, if you have some screens or web player, i’d be pleased to take a peek, for the
eyes pleasure :wink:
have a nice day.

Guys, I wanna ask. I do an environment of Rainforest(250m x 250m) divided to 4 parts. A,B,C and D. So, and I had planed that the game that i will create is a free roaming. And the question is, is it possible if i do whole terrain. Or I do scene by scene following the parts? If i do the whole terrain, i’m worry about the poly count and do unity will support the game.But, if i do scene by scene, it was a free roaming game, and sometime if avatar need to go to the part C, avatar need to cross part B. I hope u can help me and advise me more on this situation.

The only thing i can say is ‘go on with unity’. I’m still a newbie in there, but i got lots ideas, and there are none i could’nt do with unity.

More precicely, except if you have a several hundreds thousands poly terrain, you can run it in unity.
If it’s normally usable in blender or 3DS ( with more than 0,1 frame per second ), you can run this
realtime on unity even with most complex shaders.
But all this is ofc depending on how you display-load things. wether or not you’re a poly
number watcher, etc…
Atm i’m modeling a full town of 4km x 4km with all vector houses and vegetation, and water and etc…
and it runs pretty fine on my crappy PC. Edition is a bit slow tho. But runtime is really sexy :wink:

In any case, unity is really worth a try ! can’t say more. I met some ppl that dropped unity, but this was
only because they had no idea and nothing to do :stuck_out_tongue_winking_eye:

have nice day