Some progress on my VR project featuring an adventurous thief, visiting ancient lost places of the world, in search for loot, info, and of course adventure!
I want to build more atmosphere, and add some more physics based puzzles, as well as ignitable torches and candles.
Showing posts with label Thiefy. Show all posts
Showing posts with label Thiefy. Show all posts
Tuesday, June 20, 2017
Tuesday, December 27, 2016
Experiments at the Solar Theatre
A little something I was working on over the Christmas break of 2016.
I've been learning Substance Painter, to be able to make nice realistic PBR textures.
So I built a scene to test my new walls, floor, table, sword, crystals, etc.
I wanted to try to get nice looking lighting, so I grabbed a Light Rays script that has more fully functioning volume-lights (which can be seen even when not looking directly into the light source).
I made a day/night cycle, which is accelerated in this video.
And I made it so you can light wall-torches using the torch that you are carrying!
I also made some "Sensor Lights", which is a light that gets its brightness and color from a Render Texture, which is the view from a camera I place in the scene. So, I set up a camera that looks straight down from above, therefore getting the overall average color and brightness of the world, and sends that info to some lights I've put inside the house, thus emulating a sort of ambient bounce lighting within the house.
Using these Render Textures could be quite handy for other purposes in the future too!
I also learned more about how to use the Realtime Global Illumination in Unity, as well as making reflective surfaces using Reflection Probes.
---------------------------------------
Thiefy plans
I'm keen to try to make a full Thief-style level some time, with AIs in it, that can see and hear you, become suspicious, chase you, and search for you, as well as give up and return to their patrol route if you remain undetected.
---------------------------------------
An earlier iteration of the same project can be found here...
---------------------------------------
I've been learning Substance Painter, to be able to make nice realistic PBR textures.
So I built a scene to test my new walls, floor, table, sword, crystals, etc.
I wanted to try to get nice looking lighting, so I grabbed a Light Rays script that has more fully functioning volume-lights (which can be seen even when not looking directly into the light source).
I made a day/night cycle, which is accelerated in this video.
And I made it so you can light wall-torches using the torch that you are carrying!
I also made some "Sensor Lights", which is a light that gets its brightness and color from a Render Texture, which is the view from a camera I place in the scene. So, I set up a camera that looks straight down from above, therefore getting the overall average color and brightness of the world, and sends that info to some lights I've put inside the house, thus emulating a sort of ambient bounce lighting within the house.
Using these Render Textures could be quite handy for other purposes in the future too!
I also learned more about how to use the Realtime Global Illumination in Unity, as well as making reflective surfaces using Reflection Probes.
---------------------------------------
Thiefy plans
I'm keen to try to make a full Thief-style level some time, with AIs in it, that can see and hear you, become suspicious, chase you, and search for you, as well as give up and return to their patrol route if you remain undetected.
---------------------------------------
An earlier iteration of the same project can be found here...
Sunday, May 29, 2016
Steam VR - HTC Vive - Prototype Development - Video #007
My VR game is starting to take shape as more of a proper level. Or at least the basis of one.
I have toiled away on "book-ending" the level, giving it (something of) a start and an end, - a frame - so that I know the shape that I will paint within.
...It is night, you arrive by boat across an ocean, and you make your way to a structure atop a hill.
...You have a gun, and a torch.
...You come across some creatures inhabiting the space.
And from here, we go forwards!
Now it's time to explore the ideas that will go inside!
I have toiled away on "book-ending" the level, giving it (something of) a start and an end, - a frame - so that I know the shape that I will paint within.
...It is night, you arrive by boat across an ocean, and you make your way to a structure atop a hill.
...You have a gun, and a torch.
...You come across some creatures inhabiting the space.
And from here, we go forwards!
Now it's time to explore the ideas that will go inside!
Labels:
Game Development,
SteamVR,
Thiefy,
Unity,
VR
Monday, May 9, 2016
Steam VR - HTC Vive - Prototype Development - Video #004
These are the results from the end of my 2nd weekend of development on my HTC Vive VR prototype / experiment...
Note: This is a dark level, so if you're on mobile or laptop, turn your brightness up full to see it as intended. If it's just too dark for you, there's a more lightened version here... https://youtu.be/Qp_T6sJ2hRk
Character AI and Animation System
I made an animation system that will allow a character to NavMesh around, to use line of sight perception, and to play animations, including NavMeshAgent.Stop() and NavMeshAgent.Resume() when they play their Hurt animation.
Still more work to be done on these systems! But I'm really happy with it as a start, and it supports the ability to plug in new characters/animations easily! So I'll add some more enemy types in soon to experiment with different sizes, speeds, perception settings, etc.
Gun System
I've also got a decent gun system working that allows the player to shoot bullets, and it produces a muzzle flash, and plays a sound randomly from an array of assigned sounds.
I still need to...
I will add a few more guns soon, as the system will now let me plug more in quite quickly.
Ideas
Lots of ideas are percolating away while working on these basic sort of features. So, I'm not sure how far I'll go with this experiment / prototype. But I'm having fun with it for now!
I think I'd like to finish this off as a short experience, and put it out in some way, on Steam or itch.io, whether ti's a free download, or a few dollars, or something (depending on how far I take it).
Note: This is a dark level, so if you're on mobile or laptop, turn your brightness up full to see it as intended. If it's just too dark for you, there's a more lightened version here... https://youtu.be/Qp_T6sJ2hRk
I've been learning a bunch more about the finer details of Unity, and good work flows.
Character AI and Animation System
I made an animation system that will allow a character to NavMesh around, to use line of sight perception, and to play animations, including NavMeshAgent.Stop() and NavMeshAgent.Resume() when they play their Hurt animation.
Still more work to be done on these systems! But I'm really happy with it as a start, and it supports the ability to plug in new characters/animations easily! So I'll add some more enemy types in soon to experiment with different sizes, speeds, perception settings, etc.
Gun System
I've also got a decent gun system working that allows the player to shoot bullets, and it produces a muzzle flash, and plays a sound randomly from an array of assigned sounds.
I still need to...
- Support animations for the gun
- Support the idea of a clip size, ammo, reloading
I will add a few more guns soon, as the system will now let me plug more in quite quickly.
Ideas
Lots of ideas are percolating away while working on these basic sort of features. So, I'm not sure how far I'll go with this experiment / prototype. But I'm having fun with it for now!
I think I'd like to finish this off as a short experience, and put it out in some way, on Steam or itch.io, whether ti's a free download, or a few dollars, or something (depending on how far I take it).
Subscribe to:
Posts (Atom)