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Messages - [GSF]Ghost

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91
Hard to say overall, because it depends on how much content we plan to add for the final release. But in terms of the pre-alpha stage, I would say we're about 50% done.



Minor Update: Finally got the custom shaders working again, which supports both opaque and transparent colors. Building controls have also been added, and are mostly finished:


Also tested compiling an external build / application of the game, i.e. for the eventual demo release.

92
The pine tree's there. ;)

I just have to fix an issue with the brick textures before I can start building with it.

93
Don't mind Ghost. He just phases in and out of reality when he needs to go get a 4D mcdouble or 5D cubical sandwich.
I do love my samwiches.

Ghost could i ask a unity-related question? Do you work in C#? if not dont answer the below question

I'm trying to load a model into my game. I created a MeshFilter and meshCollider and i want to set the meshCollider's sharedmesh to an .obj file i have in my resources folder. I did this:

MeshCollider col = cube.AddComponent<MeshCollider> ();
col.sharedMesh = Resources.Load("cube.obj") as Mesh;

The objects show up in game. however, when i check the scene object and look at its mesh collider, the mesh field says None (Mesh). this is making it impossible for me to fire raycasts on anything. Do you know how to solve this issue? or maybe you have an example on how you instantiate models into the game, with all the components a default primitive would have, such as a meshfilter, meshrenderer, meshcollider, with all the values you need for each
Answered via PM.

94
You still exist!??! This is amazing
i like how this is shaping up
Thanks guys, the progress we've made lately has really been exciting.

And yes I still exist, lol. Kinda... 0_o

95
Games / Re: Blockland-Inspired Project [Update / New Vid pg. 96]
« on: March 03, 2018, 06:04:15 PM »
Update: 3/3/2018






New bricks

- New bricks have been added! With a few more on the way; thanks to Flairieve for the original models.



Design Contest
- A design contest has started, which lasts from today until next Saturday (March 10th) at 6pm UTC time. The contest is for all members of the Discord server, and is for designs for the new building tools that will be used by the player in-game. The winning design will be chosen later that day, and the winner will be given any of various Half Life 2 content or Portal 2 game on Steam (or their choice of any Steam game for under $5), a custom graphic and will have their design displayed on Discord / this topic.



Brick Grid & Octree Structure
- The brick grid / octree system (which handles how bricks are planted / connect to each other) are now fully functional, and working great.



Plant Errors w/ Video

- Since the brick grid is now fully working, various brick errors (similar to Blockland) have been implemented. These errors / condition checks will prevent bricks from being planted if they are floating (not connected to another brick), buried under the ground or overlapping another brick.


96
Games / Re: Blockland-Inspired Project [Update / New Vid pg. 96]
« on: February 23, 2018, 01:17:10 PM »
Is the character left handed?
Well he's technically ambidextrous; you can control either hand.



Also, on Discord we are talking about potentially having weekly contests - i.e. Blockland build contests, design competitions for the game (such as brick designs), etc. Winners will be featured on the server / here in the topic, and can win other prizes like Steam games, concept art for the project, etc. If anyone has any other ideas regarding it let me know! Should be fun.

97
Games / Re: Blockland-Inspired Project [Update / New Vid pg. 96]
« on: February 20, 2018, 07:35:41 PM »
Truth.

98
Games / Re: Blockland-Inspired Project
« on: February 19, 2018, 05:57:26 PM »
Update:

New Video
Ended up posting a new video update with commentary. The vid recaps what happened since the last update video, and goes over recent progress as well such as regarding the brick grid system (and briefly talks about brick creation). You can skip to 6:11 in the video for the new stuff:


Octrees
The octree script (which is the core of the building system) is close to being finished! I still have to take into account when bricks are rotated or deleted, but most of the functionality is finished and working.






99
Games / Re: Blockland-Inspired Project
« on: February 09, 2018, 04:47:41 PM »


This looks really nice but why are the fore-arms and shins fatter than the thighs and biceps?


I'm surprised more people don't like this design. I didn't make it myself, but that's just part of the aesthetic; switching it around might help improve it though.

100
Games / Re: Blockland-Inspired Project
« on: February 07, 2018, 01:50:22 PM »
Does the octree system meld bricks together to save space?
That is something I want to incorporate in the near future. However, there are a couple challenges involved in getting it to work properly. The bricks would have to either perfectly align with the octree cells, or enough bricks would have to be planted to completely fill in a cell(s). The bricks would also all have to be the exact same size, color, etc. It is certainly possible though.

101
Games / Re: Blockland-Inspired Project [Minor Update and New Video]
« on: February 06, 2018, 11:18:55 PM »
pls add Trogdor's squishy new model to the OP lol
The model reminds me of a lemon for some reason lol, but it is interesting. Added to the OP.



Update: Made more progress with the brid grid and octree system! When a brick is planted, the placement grid for it is stored, so it can be referenced later - i.e. for making sure two bricks don't conflict with each other. Similar, adjacent placement conditions are automatically grouped together to speed up the acquisition process of looking up placement conditions. Next, I'll be working on automatic octree creation, and the script that actually checks the conditions before being planted.

The placement grid conditions for bricks can also easily be set up when modeling the bricks themselves.


102
Games / Re: Blockland-Inspired Project [Minor Update and New Video]
« on: January 31, 2018, 07:55:51 PM »
Ow 3d studs
Cant wait for my computer to choke and die
They're 5D actually.

lmao for forgets sake the discussion of what avatar will be used will never loving go away will it
Yeah, let's wait until we actually get to the avatar first lol. Right now our focus is core mechanics.

i forgot about this but a while ago i made a concept model for squideeys concept




think about this for a second. badspot sueing for ripping off a design that was ripped off from another design

if anyone would be sueing, it would be lego.
That design is quite interesting; the player (and everything else) doesn't technically have to be low-poly. We'll still experiment with the game's style as development progresses though.

LOL yeah a law suit is what he needs.

Anyway Ghost, I really like the design of that tall one, just below the knee caps kind of throws me off. Maybe a little thinner in that area if it comes to it.
I'm glad someone does like it, yeah something about the proportions is definitely off-putting about it.

103
Games / Re: Blockland-Inspired Project [Minor Update and New Video]
« on: January 30, 2018, 12:58:50 PM »
I think the best way to determine the final model's design is to actually test a few of them in-game. Let's wait until the demo releases until we talk about the avatar again, otherwise we'll just keep discussing this in circles lol. Right now we're working on getting core mechanics working (i.e. building), so that should be the focus for now.

104
Games / Re: Blockland-Inspired Project [Minor Update and New Video]
« on: January 30, 2018, 12:03:41 PM »
ok now make a vote between squideeys or trogs


I really REALLY hope you use this one - I think the minifig appeals to a lot more people (possibly) than the robot looking one currently being used. Also, it'd be a lot easier to make cosmetics that will be available in game for this minifig - it's pretty reminiscent of Lego and Lego has made tons and tons of hats and things for their minifigs. Also, I think the hitbox can be a lot more generous on this one than the current robotic one - it's a more blocky character and wider with a more general shape.
Those minifigs feel too much like BL though; we're trying to take the game in a slightly new direction, while also keeping the BL spirit alive within it. I don't want to get into the avatar this early (might be best to wait until Beta stage for that), but I really liked this design Pomp came up with:


I hear what y'all are saying though regarding the design and Trog's / Squid's model. It's way too early to decide on the final design just yet, so everything is subject to change. But, the pic above is the style I would like to go for. Also, no matter what we end up choosing, I want to make modifying the game as easy as possible for those who want to add in Blockland-esque textures, models, add-ons, etc. That way, the game can cater to both those who want something new, and those who want something closer to BL itself. For instance, if someone wants to import Trog's or Squid's model into the game, all they'll have to do is set up the skeleton for the model, and the default game animations for the main avatar will automatically apply to the custom model in-game.



Another minor update - made a few adjustments to brick textures. They're still 2D, but are set up to be properly affected by perspective and realtime lighting, to better give the impression of 3D geometry:


Also, I'm currently working on a way to have the game automatically set up the brick grid for brick models for you, instead of having to figure them out yourself in a text document. This will make brick creation much easier for add-on developers, and is helping speed up development of the voxel system as well.

105
Games / Re: Blockland-Inspired Project [Minor Update and New Video]
« on: January 29, 2018, 12:13:42 PM »
do u tink this game will take off
I think so =) Right now development is moving a bit slow as we get the core systems in place. But, once we get to the beta and eventually the final release, it should really take off. I don't know how popular it'll be, but it will feature certain things that make it unique to other games out there.

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