My First TPS - Mountable Armour Pieces Demo

Older build, but I recall discussing mounting armour pieces in another thread and wanted to follow up.

Torso armour piece is rigged to match the torso/upper arm/thigh regions of my character rig and will follow deformations appropriately as per animations.

Most of the remaining pieces are without a rig, though I am considering consolidating some armour pieces to reduce the number of armour slots … otoh maybe it’d be cool to use this as the baseline and just let players go nuts with armour customization via different wearable pieces from the different armour sets.

http://logicwell.com/game/WebPlayer.html

Controls:
WSAD - movement
Space - interact with items (look for states at top left, until i can get a nice outline shader nailed down), shorter block, rope, barricade and subwall at top of rope are all interactable atm.
1 - toggle weapon mode on/off
LMB - click on armour pieces to “mount” them, cannot remove atm will look into integrating my previous inventory system for this soon.

Web player is a big large atm, but it shouldn’t take too long to download (server has a 100mbps line)/

Any thoughts or suggestions would be appreciated, thanks for taking a look!

Ouch, tough crowd - anyone?

I’m impressed, though the way the camera sways with the idle animation made me kind of motion sick. Regardless, I’m curious to see more; keep it up!

It’s neat, glad to see people working on this :slight_smile:

Some minor notes:

  1. Maybe do paperdoll for fewer bits, to conserve polycount and improve the efficiency? See how Fallout 3 and Mount and Blade: Warband handled this issue.

  2. For the next test, can you maybe do a quick pass on your test scene, and figure out what’s eating all that file size? That’s a pretty lengthy download for a tester, even on cable.

Great looking work! I do agree with AaronG that the camera sway with idle motion does make me kind of motion sick and after awhile gets annoying, might wanna lower that down a bit.

I like the armor pieces and the way they look.

How did you do the chest piece to make it warp to the model? did you shoot it as an animation or is it just a mounted object?

Keep up the great work!

Nemo

Thanks all - the chest piece is built over the same rig as the character model, then recursively parented to like named bones from the parent skeleton.

I’m thinking the UV/Normals are eating up some serious space here, for the main character it’s about 180mb of PSD files, I’ll get that reduced and compressed down for next time, i’m thinking 5-10mb download should be more reasonable for something like this … first time through so definitely a learning experience :)!

Yeah… you can’t ship PSDs. Would suggest shipping PNG; it’s compressed and Unity translates well to all platforms.

So do the armor pieces use the same animation? e.g., you could attach the player animation to them and they would still move, or is there more to it than that? I’m impressed and inspired, this is a part of my project I haven’t been looking forward to.

2nd on the camera being attached to the animations, especially while trying to pickup armor.

You did an amazing job, the armor pieces are great and the animations and controls flow well, also 3rd the camera attached on the animations, i found it hard picking up the armor pieces.

Unity does not care what you feed it with. It will re-compress or at least convert your textures to a RGB/ RGBA 1 layer format (either the directX texture format or pvrtc - or some lossless(?) format for uncompressed textures). It will never load a PSD at runtime or add it to your application bundle/ data folder.

The armor looks really good. You’ve got a nice couple of models there too. The mp5 looks a bit weird (offset from his hands) but that was not what you wanted to showcase. The camera sway/ bob is also too much, way too much (as others have also noted).

Good job, keep at it.

Ya the MP5 was some freebie I pulled from (turbosquid iirc?), will be tweaking that soon. Also want to allow for pointing it towards a target etc… that may require some kind of procedural animations on the arms, not sure yet.

I attached the camera to the hip so it would follow him as he vaults, climbs, etc… moved that off hip and just working on syncing up animations during those vaults/climbs now - it certainly helps when picking things up :). I’ll try to do a bit of house cleaning on these assets and see what’s making this a larger download, probably the detail i have for this character but the castle itself really bumped up the download size when it was included too.

Hi Lypheus,

You did a really great job, love the demo! A couple of suggestions : one, you need to pack those textures down, a few minutes downloading the demo! However, it’s your first try so you get a break :stuck_out_tongue: two, mountable armor is expensive in terms of rendering performance. remember, Unity has to render the armor AND everything underneath. I had to give up my mounting armor scheme and came up with a system equivalent to the one used in the “Character Customization” demo, where each body-part is swapped out. If you can live with the performance from mounting then that’s fine, but if you can’t then you may have to bite the bullet and build the armor into the different body-part meshes.

Once again, excellent job!

Anthony