Sunday, August 26, 2018

ROMERO - Dev Video #10 - Post Processing V2, Explosions, Stealth

OK!  I've upgraded the project to Unity 2018.2, and gone through and cleaned up the code base, and upgraded things that were either deprecated or dodgy.



Post Processing V2
I've deleted all the Image Effects of old and moved to Post Processing V2, and it's great!

You can set up a Post Processing Volume, which can be applied to the gameplay camera globally, then have another global volume for "Slow Mo" effect, which can be "weighted in" as needed, using a lerp.  Quite easy once you get your head around how it's all designed to work.

I went a bit crazy with the effects...  just a bit.  Added lots of bloom, grain, vignette, and dirt on the lens.  Shall tone that back in due course.  ;)

Explosions
Reworked my explosions so they are triggers instead of colliders.  (It was super stoopid before).  Now enemies get hurt if they touch an explosion trigger, and take damage based on how far they are from it, and also a killing explosion will add force to the player based on direction and distance.  (Feeling like I'm getting better at working with Vector3 math these days!).

Stealth
Upped the stealth values so they come into play properly again these days.  Player can now hide in the shadows, but once they trigger an enemy's attention, their alertness values go higher, and they will now spot you in shadows, and you'll have to run away and hide for a bit to lower their alertness levels back down again.


THE FUTURE

Cleaning up!
So, I'm feeling pretty good about having cleaned up the project, ready to start on some new features.  There's still some things to clean up, like...

  • Making the enemy pathfind smoothly even if you are currently out of reach - they are a bit jerky at the moment, sorta stuck between two states.
  • Making the drone fly around with drone sounds, and tilting into movement, and rotating smoothly at all times - generally making them look and feel more physically believable.
  • Turning the effects down to a reasonable level!  :D

What's next?
Looking further into the future, my design goal are to...

  • Play around with another 3 or 4 systems / tools / mechanics - get a core set of things into the sandbox that feel fun, and work together nicely, and create something a bit more unique.
  • Then build a single level that really puts all those elements to the test, together, in context.  Give the player an objective, and have it balanced to be a challenge to use all your wits and abilities to reach that goal.


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