The Generator Room Project

Hi there

I was just finding my way around unity (second week of trial here) and I must say I am conquered by it. I simply love it. My plans are to provide some quality assets and prefabs for the Unity3d Community as well as use it for some personal projects. The first project is some sort of single player level with various industrial assets (available separate too) and an example game level. I have no scripting skills yet I managed to figure out some basic stuff really quick.

Here is my website (live when the Generator Room is complete) and here is a sample work you can check from time to time as I update it.

The gray cubes are triggers, check them out.

Hey Lari,

Welcome to the forums and the wonderful world of Unity.

Can I recommend to you, and all forum members showcasing any Unity work in web players to test your players Thoroughly in FireFox 3.x to ensure they work and don’t crash.

FireFox is very very picky when it comes to tripping up on any Unity Errors and just crashes out.

Your demo web player crashes FF whenever I walk into a grey cube :frowning:

Well, I am just learning my way. My FF doesnt crash and neither Safari, however there are some script errors I need to fix up in the morning. The gray cubes are triggers between scenes (level areas or main menu); I’d love to be able to team up with a good Unity3d programmer since I am just an artist.

There is something wrong with that demo. First time crashed my Firefox 3 then i attempt to open it again and i had like 0 fps and both browsers frozen (IE7 and Firefox 3).

Hey, don’t fret over it at the moment, but ANY script errors in unity will generally strip over any web player, FireFox being the worst culprit.

I only can test it on 2 computers, xp sp3 and vista 64bit; I might have built it with high graphics quality (since my work comp is rather powerful) so that might be one of the problems. However, runs just fine on the xp machine, a 2 years old system. Both computers have up to date firefox.

Hm, i did got errors (random, last build didnt report them) about the key mapping; The compile spitted an unrecognized key (return or enter, can’t remember) and also when using one of the keyboard commands the app just quit unexpectedly. So the menu might need some more polish.

I sent a PM to you, if by any chances is true i might be able to help you :slight_smile:

Problem solved, it was an error in the menu scripts with the keyboard shortcuts. I also fixed the dragRigidBody script to manipulate the props around a lot better, so you can put crates in top of each other, move stuff around a lot easier; Next up is to fix the cursor so i can ‘loose’ it from the screen, add a crosshair of some sort and use the dragRigidBody like a weapon (only when the crosshair is on the object).

Added a tricky fade image to the main level, secondary camera (use keys 1 and 2 to switch) and an on screen gameplay tip. Also figured out changing lights colors and range, useful for atmosphere.

What started as an asset package turned out in almost a game prototype. I simply love Unity.

Very cool. :slight_smile: I love the effects.

Looks top draw!.. how are you creating the movie old school effect?

it’s a stock image effect, noise. on the second camera I tinted the glow towards green; that’s just for fun because in the end is going to be a security camera fixed and access to it from the generator room panels only.

cheers will try that effect out on my nex project

so you on the second week of your trial and already creating this nice demo??

Impressive!

I should stop reading this forum and spend more time coding. :smile:

Small update; there’s not too much done on the art side, though indeed I reduced from the texture size on the tunnel (looks better because of new detail texture and decal system); Now dragging objects around is working again as well as pushing; At some point I want to map the keyboard for a ‘grab’ action and also reduce the distance between the player and the object you want to pick up. I added a hoping effect on the camera to simulate ‘walk bobbing’ but is getting a little faster in full screen.

Player Link

Fixed: hide cursor, added crosshair, object color change on selection, dust puffs off of dragged crates, sparks (almost done) multiple sounds based on velocity of impact.

The GUI images/text are giving me headaches with the way they DO NO scale across resolutions. Will look into it tonight.

Damage and player status/level status nearly done.

Small update on the art and sounds. A couple of screens too:

Webplayer

Very cool!

But sometimes my dragging wouldn’t work…

Not all items are rigid bodies. I will mark them accordingly at some point.

More on this with a standalone version as well in this new thread.