As a very big fan of Splatoon, I was thinking a lot about the technic behind the game in the last days. So I decided to build the core mechanics from the game in Unity. The Video below shows the current progress. I don’t know yet, if I will make a hole game about this, or some kind of Asset Store content. The technic is very scalable right now, and works with any kind of material. Shaders for the assets in the scene need no special code. It works with all kind of materials out of the box
Have fun, and I’m very interested in any kind of feedback
Maverick
Wow dude, that’s actually impressive, never even thought it to be possible.
And you spelt the thread title “Splatton” just to let you know… If it’s just a special shader framework, I’d be interested in it purely for experimentation.
Don’t know yet. At the moment I just want to play Splatoon with my friends. But they don’t have a wii u. And so… Maybe I get some cool ideas to differentiate from the original. I’m open for any suggestions
I can see this going over really well for you on Steam. You could go for a more realistic art style with aliens? Space ships that shoot ink on the battlefield would be sweet. Maybe look at Star Wars for some inspiration?
I don’t think about a specific artstyle yet. But ufos + ink sounds really nice! Because I don’t have much time I’m very asset store bounded. Maybe I find a cool Alien. Thank you for the suggestion
So how exactly have you implemented the paint? Is it basically vertex painting with a special shader blend or something else? I’m frustrated I’ve never been able to understand how procedural geometry painting games work.
In the basic Idea its a little bit like lighmapping with render textures. You check the UV from the particle impact and draw a Splat Texture in the Render Texture at this position. The exact implementation is more complex, but it follows this idea.