I have to do some work on the quest / story system to save time. I need it to run everything from mission to cut scenes. Thus everything is in one place. So basically I am finally wiring it all together and it is really coming together. I hope tonight to have the game running from title to game through the intro tutorial. So More later =).. More later… I will try to get some more videos up soon =)…
Here is the main hub. I finished the shader that allows much faster work. It allows me to paint the verticies on the model to mix textures and normal maps. It also allows lightmapping and real time specular reflection which adds a beautiful frozen sheen to the level as you walk!… Now back into high gear! I also added more effects like the venting towers seen in the shots below that open and close randomly.
I will have to use directional light maps to get the effect I want but I want to also use my old shader not the new shader. The new shader I was forced to place decals for details of snow. My older shaders automatically add snow and also I can paint the verticies for snow to appear… This saves a TON of time in lighting and decal application. I have to save time as it is just me on this graphically. More later….
Ill throw some more shots up later. Lighting it took forever as Unity does not have distributed rendering and is VERY VERY slow with larger models. The gas in the distance is a cool effect I made. Basically I have “vent” nodes all over the map and some script randomly picks a node to spray out of while your on the map. It also picks a random spray so they look different. The script can use any effects and any group of nodes. It REALLY livens up the scene.
Replicant who is doing the music for ME2 has provided a possible draft of music for the menu screen.. Take a listen =)
I ran into lighting issues but I feel better with where it is going. I want to use decals as the snow like patched now not the mesh vertex color. Unity did not like the way I wrote my shades and directional lighting.
It seems my cool mixed ice shader is not accepting light maps. So I will have to write a new shader AND use directional light maps…That is the next issue before I finish the tutorial intro… More later!
Meet your first contact after you arrive on europa in a vision. She shimmers in and out… a badly damaged replicant trying to save you, her, and something she is hiding…
Here is the first cut scene… =)… Unity rocks!
And I have better recording software so here is the title screen running better….
Then Mr Spud GETS A MOVIE =)
Ignore the frame rate it is because of my slow laptop and the recording software =)
Shaders are SOOOOOO easy to work with in unity …. Love it I think I like the one below in color
The camera pans around the starting scene with an ice like shimmer like you are frozen looking in. ICE is what Europa is…
Then cut scenes! This is AWESOME compared to ME1! Wow Unity is awesome!… The only big worry is the transition to Mobile… but we will cross that river when we get there!
In motion it looks really good with a lot of shimering effects
I really like the simplicity of Zombies title screen so I stole the idea of which I am sure they did to =)….. You slowly pan around the starting teleporter room looking at yourself wait to be supposedly teleported to the surface of Mars. There is a rippling effect like you are in the etherial form … for a reason…
I threw together a lip syncing scrip to remove the AMAZING amount of time it would take to animate the cut scenes. =).. It works pretty well also. Good Stuff… Ill try to post tonight as I work some more good looking stuff!
Still need to add fuzz possibly but I the cut scenes are going well =)….
Wow.. .things are starting to come together… Here is where you start the game about to teleport down to Mar’s surface. Loving how fast Unity allows me to add content and the way I am using Unity makes it even faster!
I am happy with the character pieces I have now. Time to start the cinematic and story!
Not much to say just lots of work to do =).. More Later!