Storm United [FPS] About to start betas!

Very halo-looking characters. That’s not a bad thing.

The environment looks nice with the baked textures.

The initial influence first came from a Metroid concept. But yeah I having helmets and armors is very halo alike ^^.

We got an other map with some nice light work:
(btw we’ve also redone the HUD and it’s awaiting implementation)

Is all the lighting baked into the textures? I can see some nice lighting on your first vid which I assumed must be baked, but there’s also modular textures. If everything was baked, there wouldn’t be a need for modular texturing so I’m not sure.

That’s helpful to know- because those are the exact same things that have influenced my designs. But then, I guess they are very influential games. Really like the look of this.

On this last picture we don’t have real time lights, on the other level we do indeed.
I don’t really understand what you mean with your last point concerning the modular texturing.

Besides the helmet and armor, our gameplay will be very different than halo, actually it’s going to be very unique in many ways. We’ll have lots of items and ‘things’ to use on the battlefield and also have game modes involving strategies and in in some occasions the necessity to cooperate with other team mates.

The environment in your first vid got my attention as the graphics look realistic like a Vray render. I’m assuming they are baked with a direct light for the Sun.

Your last picture doesn’t have the same realism so I thought this was the usual modular texture job with area lights, as apposed to baked, realistic textures.

Oh I see, well they both use the same unity lightmapping though the second picture is underground and quite dark and doesn’t have real time light ^^

to follow up on that: why didnt you use photon for example? i assume you heard of it… why go with UnityPark (uLink?) … i believe i’ve read you picked this…

because right now im kind of choosing which platform i should build multiplayer with, and any help would be greatly appreciated… or any tips what to avoid, etc…

actually upon further reading of uLink… i think this is the way to go… photon looks nice, but uLink just looks more polished and for what i am trying to achieve… AND it is specificaly made for unity… nothing can beat that. and it can use unity physics

too bad however that i will need to learn C#, but okey thats a good thing i guess

Hi,
Photon has a per user service fee, which is my case is something I wanted to avoid
uLink is so well designed we’ve been able to do everything we wanted without much trouble and have many options for future crazy features.
I don’t really know why everyone seems to skip uLink.

If you go for network, go for uLink, you’ll be able to do whatever you want with it. I can assure you it’s extremely powerful and easy to use.
To be honest, getting the indie lisense for only 500 USD makes me almost uncomfortable :slight_smile:

Hi

Two things:

  1. I really, really like your lighting and shading. Do you use any custom shaders for environments? I would guess they are bumped specular ones?

  2. uLink - do you have any links to good third party tutorials for uLink? It’s always nice to get some view from the community perspecitve before making up your mind.

Hi and thanks for the compliments,

To answer your questions;

  1. We dont use custom shaders for the environement, unless you call marmoset shaders custom.

2.Unfortunately I don’t have any tutorial site about uLink though they have a series of tutorials that can help you understand the basics and go from there.
I would suggest you even if its not really what you need, to perform the tutorials they have on a dummy project, you’ll quickly understand how it works and how to apply it to your project.

thx for reply

  1. marmoset = all is clear :slight_smile: how would you rate the performance using it for the environments? there are some mixed opinions on it

  2. we are testing Photon at the moment, not much materials available either… well, we will just need to find some time to have a look at the uLink

just wondering, when will we be able to start the beta?

color me impressed. while I agree the animations need work. and according to your responses it is something that is being worked on as a priority, the game overall looks very solid. I would like to see more interesting environments as things progress, but I am sure this is a major thing your team is working on as well. One thing I noticed that was a very nice touch was the dustiness or the grit or whatever was on the helmet/visor. thumbs up for that, adds a layer of dimension and realism to the overall game. anyhoo, wanted to come here and commend you on your great work. Keep it up. I will be watching this as it progress.

I think the performance is good as long as you don’t aim for the lowest comon denominator. This said I think I’m going to explore the mobile versions a bit later and perhaps use them for the super low quality settings, not sure how it’ll turn out though.

Im super impressed by the quality of this. It looks look incredible, especially when compared to the average Unity FPS :wink:

For a game that is work in progress, this game looks stunning with original models and nice sound effects. Keep up the great work and soon your game might be the next one on steam.

Looking really good, game-play, visuals and all!

The interface is pretty dope with the helmet view! However, I’m personally not a big fan of the large weapon selection boxes, as they mostly distract and block parts of the view. As a player, I’d be annoyed by that and don’t think its really necessary. In games like UT, players even hid the actual weapons to get a better view.

Pretty decent light maps tho! Like “121” already said, they look like pre-rendered in certain places. The only thing I’m missing a bit is reflections. They might also improve the “interior” look a bit, and should work really well with such a “clean” environment.