Hello everybody. I wanted to show the current work in progress of a demo level of a village and surrounding valley using the Unity engine. I have been working on this with my dev collaborator Miguel Benitez for a few weeks now, and we coming close to completing the first stage. I am creating the assets while Miguel is doing all the Unity work. This first stage is the valley, which will be followed in stage 2 with a series of underground tunnels, sewers, and dungeon type environment. This can be accessed through a hidden tunnel in the valley.
Water and sky at the moment are just placeholders. Also, there is no lighting in the scene yet other then sun, so there are no shadows at all yet. Many of the village buildings used are from a model pack I had created about a year ago. The underground tunnels are also from another model pack I had created.
Rich, your stuff is always great. When I saw the SAGA art in that scene I was about to go crazy, but when I realized it was you I calmed down, haha. It’s Eric, Lead Programmer on SAGA. It’s nice to see you on this forum! What are your plans for this anyway, it’s looking good so far.
Hey Eric, great to see you here. I had a big empty spot on the map for a castle and some watchtowers that weren’t complete yet. They are so far away I didn’t think anyone would notice them for a few screenshots
No plans for this other than making something cool.
Anyway, feel free to use them for anything non-commercial. If you play the game in my signature you’ll notice I use SAGA art for my side projects, but I haven’t used too many buildings yet.
Here’s a webplayer of the current level in unity. There’s alot of exploring to do in here so have a good look around and see what you guys think. Might want to warn you it’s not for lower end cards we went all out using alot of unitys current effects. Such as sunshafts, bloom, dual lightmapping with soft shadows and normal mapping with specular on all models. So if you have a good to decent card you should be alright. I really wish unity would fix its current water if you have any type of shadows on you’ll get some flickering on the water so kinda ruins the effect of the water in certain views. So here it is. http://www.ancientidolstudio.com/miguel/WebPlayer.html
Very nice, love many of the models and terrain. Got a bit choppy in certain directions with GTX260, but probably because it’s browser and not distributable.
Wow, that is looking really good. The only suggestions I have:
Make the colliders on the dock posts higher so you don’t raise up when u walk on them (but maybe still be able to jump on them), it’s annoying.
On the map edges the colliders preventing you from going anywhere don’t have anything you can see to be blocking you…it has always bothered me when games do this, throw some boulders or something there. But it is the normal thing to do in most games, just a pet peeve of mine.
In one or more of the fields at the very top of the “bush” you could see a line going across it horizontally.
Normal maps on castle/gate/towers and on the ships would look even better!
Other than that I couldn’t find anything else wrong with it and it looks awesome.
Awesome. It looks even better while moving through it. My thing with invisible walls is they are a necessary evil. It’s either that, or waste an hour or two trying to create a nice looking border around it. And the water looks pretty good, especially how you can’t see it hit the sides of the terrain. How was that done, in the shader, or just vertex coloring? Anyway, looks great!
Great walkaround,the only thing i noticed was the Top of the “bush” you could see a line going across it horizontally(asDarkhazard pointed out).Would be nice to get underground to walk around that underground tunnels and prop set.
Hey Ayrik the way the river water was done is using unity’s latest water shader called FX/Water GrabPass then playing with the foam sliders to get the disappearing sides to go away so you don’t see them at all or you could have foam on the sides but it came out good that way so I just left it. Also you have to be in deferred rendering to be able to see that shader as well. There are no realtime reflections yet for this shader so for stuff like a river it worked out pretty good.
Unfortunately the “invisible” bounds area is necessary for this level we just dont have enough time to do all the things we had planned for this. Ya there’s little things here and there but if I kept adding to it, it probably wouldn’t run for most people so we just called it good. Next version might have a bit more detail vegetation wise and some great music to it and then well call it good. I will post that when it’s done. Thanks.
Thanks for checking it out. Nice catch on the line at the top of the bush. We do have a few more small things to add so I’ll also get those other normal maps in there. The underground will be along as soon as possible
I don’t like the invisible boundaries either. We tried to keep them higher up on hillsides so that it made a little more sense. The original plan was to have modeled rocks on all hillsides, but just wasn’t feasible.
No, we don’t have occlusion culling in the scene yet. We will be taking full advantage of it for the next build though, so it will hopefully run better on a wider range of computers.