Hi guys, recently I started developing a new game, with a spy world as the theme, the gameplay is a stealth game, but with tap and move mechanism, gotta prototype the best mechanics for its gameplay, so I’m still pretty open for any elements or mechanics regarding the gameplay, already noted down couple inputs from google+.
Most of the coding will be done using Playmaker, and I’m developing this alone, art and programming wise.
So rather than implementing a first person POV or third person POV, you implemented a click to move system… Why not a grid system or turn-based? Enemy-Ai choose to either move or guard, both enemy and player moves in a grid invisible to the player…
Hey Romi - Great start. I like the idea.
I plan to follow your progress as I’m also using playmaker.
A couple critiques for you.
It looks like there’s some foot sliding in the animated gif.
On the masked camouflage character there’s some stretching on the texture near both wrists. It probably won’t be noticeable at all in the game but It’s important to show the highest quality art assets when presenting your game. You don’t want anybody getting the impression of sloppy work or a lack of attention to detail. The rest of the texture work is very nice.
You nailed the tone and saturation level on the hero texture perfectly. When viewing the asset image I thought it looked to ‘pink’ and lacked some variation in the flesh tone but in the gif it looks perfect. One comment about the model I noticed the back side polys on the knee pads are missing.
The tattoo concept on the boss character looks sweet. You may consider editing the color slightly to be more of a greenish/dark grey rather than the henna color it is now. I also wonder if the resolution of the tattoo is to high. If this is indeed going to be an isometric type game the detail in the tattoo may be lost unless the game allows for more close camera game play. May want to consider simplifying the tattoo so it is readable at the viewing angle/distance.
Edit: It would be great to see some wireframe images of your characters and some poly count information.
Keep at it. I root for us visual artists creating complete game play experiences in Unity. It was only a few years ago we were unable to if we wanted to create any advanced game mechanics. Playmaker rocks!
Whoa, thanks a lot for tooking time giving me input, I’ve saved it on a notes I kept during the development of this game, definitely gonna update it.
-As for sliding, I agree, I’m still using some mocap animation as a placeholder and I’ll replace the animation later. I’m still prototyping the game right now, researching for the best gameplay for this kind of game and still in the early phase of it.
-Yup, on the enemy there is a bit stretched area near the wrist, I’ve baked the camouflage pattern using 3dsmax noise map, but maybe the UV were a mess before, so it get weird stretches on that area, is an easy fix though.
-Thanks a lot for the Hero comment, I myself not much a game artist, just started doing games around a year, coming from 3D Animation and VFX background. I’m also still learning designing, and color theory stuff, cause I’m more a technical artist in 3D industry, so it really means so much to me
-For the tattoo, I might change it to another that is more simple, but I’d doubt it will be recognizable anyway at the view distance. Thanks for color input, I really have to gather some references about tattoos for sure…
Anyway for some details, I’m gonna leave it be, because the view a bit far, and it will be played mostly on smartphones and tablets, and at the moment I’m doing all the stuff a alone, so my aim is a finished game, with a nice polished art (more than acceptable). Hopefully I’m not gonna overwhelmed with the project itself…
Nice to meet fellow Playmaker user here in the forum Thanks again for the elaborate inputs, already keep notes of them all. Cheers…
Yeah there is a double sided material, in Unity, but it acts slightly different compared to the Max version. It should work fine for your application. I’ve only researched it but from what I gather the main difference is it receives shadow information from the front side normal facing poly so for clothes and things that you want the back side to display as a darker shaded color, it isn’t the best approach. Though I believe some of the awesome coders here have “fixed” it.
The foot sliding is hardly noticeable in the new video you posted.
What capture software do you use?
Does it effect Unity’s framerate?
About the double sided material, does it kill the performance? if so, then it would be better off not using it, from the camera view distance, the hole are really hardly noticable, cause it will draw all of the mesh twice just to cover the kneepad rear side…
Yup I’ve crank up the animation speed, so the animation sync better with the walk speed…
I’m using Open Broadcaster, I think it affect unity’s framerate, but it really depends on the hardware though…
I’m unsure on the performance hit romi. I’ve never used it only researched information about it.
And I agree with you, the back side of the knee pad isn’t noticeable at all.