Jovia environment demo

Hey everyone,

AndrewC and I have been working on a first person adventure game in Unity Indie. We’ve put together a small demo of our first environment and we’d love some feedback:

Apartment Demo (74 MB)
Mac
Windows






We’re starting to develop a few characters in Mudbox, so just a taste of what’s to come:

this looks awesome dude. make a web build. i have a pc i cant run the mac stuff. I want to see how smooth it runs on my pc

hey man, really looking this. Some nice touches as well to the environment, the globe and orbiting planets I particularly liked. Nice little touches like footsteps changing depending on where you’re walking…(although it does sound like you have metal shoes, but I presume none of this is final, it’s just to test) most of all though, it looks great!

Is there a reason you play as the world’s tallest man though? :slight_smile:

Do you have devblog or anything for the project?

Very nice-looking, runs pretty well at max settings on my 5-year-old G5. Nice textures and good use of subtle effects. Is the apartment door the only interactive element currently in the demo? The last couple of screenshots show areas I couldn’t get to. (Also, room 97-11 is missing the door.)

If you want to keep things simple, a web build is best–you don’t have to host it as a webplayer, just zip the .html and .unityweb files. If you want to stick to standalones, you’re using Unity, no reason not to make a Windows build. :slight_smile:

–Eric

Hi, I’m the other guy working on this. We tried a web player but it runs really slow. We can try it again later but it seemed unusable. We are in Unity indie so I don’t think we can compile to windows. We can try the a web player again soon but don’t know if it’ll work, sorry windows people.

Eric, that doors missing because a long time ago I was think about another room there, still might. The only other thing interactive now is the elevator but we disabled it for the demo because the lower area is incomplete. Also we plan on having some people in the halls so they won’t just be wasted space.

Thank for the feedback everyone.

Sure you can. :slight_smile: That was changed back when 2.5 came out.

–Eric

Incorrect good man, as of Unity 2.5 we dropped that bit and now allow Indie users on both platforms to create executable builds for both platforms, have at it!

Edit: Eric beat me to it. :slight_smile:

On to my feedback: gorgeous visuals, although on my MacBook Pro driving an external 24" it ran a bit slow/choppy on the highest quality settings.

Wow, the stills look really lovely. Can’t wait to see the demo and, when you’ve finished it, the game. Very impressive for just a 2 man team. Be sure to keep us posted on this!

Edit: Just looked at the demo, really top notch artwork!

Holy crap, those are some really amazing visuals (especially for Unity Indie!). I have a question, what do you use for lightmapping (assuming that you’re using that). Do you use pureLight, or something else?

Really want to test the demo, but due to the fact my Mac is for iPhone development and nothing else, a Windows build would be nice :slight_smile:

Mike should be getting a windows compile up soon, sorry for the oversight. Sakar, I am light baking in maya using the built in functionality. Some of the lightmaps use just light mixed with a color map in unity for things like repeated textures, while some are light and color baked into one map like areas that have hotspots and need to make the texture brighter. Those use pure white lightmaps and the light color is put into the color map in unity. Does this make any sense?

BTW if anyone is curious this is suppose to be in futuristic Chicago…

Huzzah! I’ve uploaded a Windows build.

The bottom elevator button is also interactive. It’s admittedly a non-obvious target, so we’ll make it much clearer. We’ve prototyped a more intelligent proximity-based object focusing system, so you won’t have to suffer through a pixel hunt. We’ll definitely post a demo and some code once we have it hammered out.

The elevator script seems to be misbehaving, so I’m afraid that the reception room (the final screenshot) is unreachable.

Hey Mike the mac demo didn’t look like it had the elevator button. You might have uploaded the old one so check it out.

Thanks! This is a detail that won’t be particularly relevant until much later in the game, but the holographic moons follow the actual orbital periods of the Galilean moons. Io, Europa, and Ganymede are locked in Laplace resonance - Io orbits twice for every orbit of Europa, which orbits twice for every orbit of Ganymede. It’ll make for some very interesting resonance-based puzzles.

Haha, we’ll have to check our proportions. We’re using two units as our default human size, but that may be too tall.

Not yet, but I’m setting up Wordpress on BasenjiGames.com - stay tuned!

Looks really nice guys. The only thing I noticed is that you feel a bit like a giant walking around. Can I be so bold to ask for a sample of the elevator script? I’ve been trying to create it for a while and as a 3d guy(read no programmer) I am touching in the dark here. Another question is what did you guys use for baking the textures? and how big are the maps?

Loads of questions but I hope you can enlighten me :slight_smile:

Thanks

Jasper

Worlds tallest man? phooey, I’m 6’3" and it seems about right for me. I think it’s the “wide angle” effect of the camera settings. But, I think you have to go with that or the view would be a bit confining.

Excellent job, fellows. I really admire the use of lightmaps. Could use a little more detailing (light fixtures in the hall ceilings or incorporate that into the texture, sniggley little detail stuff like that) Some more sounds might be nice, low noise for the big screen (hum?), some little cool sound for the jupiter globe and moons, refrigerator noise, stuff like that would make it really alive. OH, and don’t forget the muzac in the halls :wink:

One thing I noticed is that when you open the apartment door the bathroom disappears and you can fall off the map. I don’t know if that’s because of the halls or what.

Can’t wait for the next version. I hate being stuck in a elevator!!

mastajappa, the elevator script is a work in progress. One thing to note is that we needed to make the player a rigid body for the elevator to work at all. We’ll put something up when it’s working better. Also I baked the maps in Maya. I usually bake them to the biggest size that’s realistic and then see how far I can scale them down in unity before a quality difference is notable. Their actual size is a wide range from 128 to 4096.

Really FANTASTIC!!! It made me think and remember of “The Journeyman project turbo” first scenes. !! GREAT GREAT JOB, can’t wait to see something more and the elevator working!

Congratulations!

Hey thanks. The Journeyman Project was my favorite game growing up. :smile:

Actually was one of mine to (but preferred “spaceship warlock”!!) Working a lot to be able to some day work on something like that!
Again very good and cool work man!