The Brikverse

The visuals of this look amazing! The style and colours are very nice.

Thanks!
After I got a degree in Architecture I went to art school for 1.5 years for graphic design.
I try to control the saturation of the colors, so it doesn’t become a clown show.
I do need to fix that medium blue color though.

You should drop the golf thing and go for the original idea instead, sounds a lot more fun ; )

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Well the bad news is I just got slammed with 4 new jobs in 4 days.
But the good news is I just got 4 news jobs, and I’ll have plenty of time to think about what game to work on.

I am really close to having something for the original project to walk around with.
Close means several months if I have a lot of free time, but 4 new jobs means very busy.

The yellow boxes are solar systems.
I might put little boxes around them for the planets.
The Suns might be different colors.

The very small boxes are unimportant stars.
I increased the color variation and elevation of the galaxy background from 3 to 5.
I made the space that the main stars are in, a bit yellowish.

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I repaired most of the broken image links, due to Dropbox Dropping the public folder concept.

I wrote this as more a document to myself, but you may find it interesting.
I usually don’t do things so formally. I have piles of copier paper I make hand written notes on.
http://www.Brikverse.com/documents/TheBrikverse_Explained.pdf

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I made 2 normal maps.
One for the terrain.
One for the Landscape items, trees.

Before:

After:

Beautiful! Graphics look very polished.

Thanks.
I’ve been working on that lately.
I had forgotten about needing Tangents on meshes to make normal maps work right.
So I needed to write code to copy that into the new meshes.

I looked into converting to Linear / Deferred and following this:

But it relies upon using the PostProcessStack, I got it off the Asset store, but it throws 17 error messages onto the console. I Deleted it.

I do have ReflectionProbes set up and that crappy default skybox.

Another problem is the Metallic slot, because I’m using a user made shader, the metallic is broken.
I’m using vertex colors and Unity refuses to make a Standard shader for it.
So I’m stuck with the metallic sliders, not optimal.

Finished the Universe Level 7
Although I still need to more irregular galaxy images, only one right now.
The galaxy images look a bit rough because I’m using the 32x32 pixel images I created for data purposes to draw galaxies on Level 6, like the images above.

I might need to redraw them at a higher resolution, one day.

White

Goldish

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So I have a question.

When zooming in and out between levels, like Universe to Galaxy.
Which sounds better?

ZoomIn, ZoomOut

or

ZoomDown, ZoomUp

I started with thinking In/Out
But I just began making GUI buttons and thinking I would have arrows pointing Up and Down.

Definitely in/out. :slight_smile: Up down could be confusing to some.

Cool stuff!

Got further along with Zooming IN/OUT.
So the Universe screen above can zoom down to a galaxy like this below.
I lightened up the look of galaxies.

Zooming in/out works for Level 7 and 6.
Next step is to make Level 5 Solar System and refine how zooming works.

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I just noticed I showed the exact same galaxy type as before, so here are a few others on Level 6.
Irregular galaxy up front, regular Spiral A and an Elliptical B.
I need to make 10+ more irregulars.

What my main menu looks like.
This has been done for a long time but I never posted it before.

Sort of like an LCD screen.

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That galaxy looks too much like a hurricane…shudders.

:slight_smile:

Don’t worry, it doesn’t really move anywhere and the space marines will protect you.

Edit:
I just read your blog post. I didn’t know you lived in Florida!
Good to hear you got through it ok! :slight_smile:

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Solar Level 5

Max 8 planets per sun.
All 4 sizes shown, no orbit path.
The planets are all the same type for now.

Orbit paths shown and an asteroid belt.

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