CEJ

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Posts posted by CEJ


  1. CEJ I will finish and release Build The Nublar if you finish and release this!

     

    I just started watching the stream archive. Clearly I have no choice but to finish this for the glory that is Build The Nublar!

     

    The Thumbs Wizard Jam Stream is also really inspiring, so many good games and I still have like two hours left to watch of it!

     

    Thanks for the comments everyone!

     

    post-34178-0-91770200-1465718420_thumb.png


  2. This is already the best. First prediction: Campo Santo makes a deal with whoever owns the Jurassic Park license and makes official game. :eyebrow:  Second prediction: A fully 3D scanned Jeff Goldblum makes cameo in said game but voice is only stiched together by audio clippings from previous performances.


  3. My game also includes a desktop simulation and the mouse moving on the desktop is making me really envious! Nice!

     

    Desktop simulations are the best!

     

    I have a pretty crude setup for the mouse cursor but it seems to work well.

     

    post-34178-0-40116000-1463922377_thumb.png

     

    This is how I did it, I am mapping the normal mouse position to the virtual desktop by placing a couple of gameobjects as reference points. (The virtual desktop is in the same scene as the computer.)

    I only need two reference points. One in the corner that represents the screen coordinate (0,0) which in unity is in the bottom right, and one in (1,1) which is top left.

     

     

    I made a mapping function which does the trick. The first arguments, Vector3 screenZero and Vector3 screenOne are the screen coordinates (0,0) and (1,1) on the virtual desktop. The final argument bool useZ was needed because you can see that I am also mapping the position of the 3D model (the mouse) using the same function. The 3D mouse is moving on the x,z plane while the virtual cursor is moving on x,y plane, so this is only used for that case.

     

    Here is the entire script: http://pastebin.com/Vs0faQbv

       
        Vector2 mapMouse(Vector3 screenZero, Vector3 screenOne, bool useZ){
            Vector2 mouse = new Vector2(Input.mousePosition.x/Screen.width, Input.mousePosition.y/Screen.height);
            float cursorX = Mathf.Lerp(screenOne.x, screenZero.x, mouse.x);
            float cursorY;
            if(useZ){
                cursorY = Mathf.Lerp(screenZero.z, screenOne.z, mouse.y);
            }
            else{
                cursorY = Mathf.Lerp(screenZero.y, screenOne.y, mouse.y);
            }
           
           
     
            return new Vector2(cursorX,cursorY);   
        }
       
     
       
        // Update is called once per frame
        void Update () {
            //Cursor
            Vector2 cursor = mapMouse(cursor00.transform.position, cursor11.transform.position, false);
            transform.position = new Vector3(cursor.x,cursor.y, transform.position.z);
           
            //mouse
            Vector2 mousePos = mapMouse(mouse00.transform.position, mouse11.transform.position, true);
            mouseModel.transform.position = new Vector3(mousePos.x, mouseModel.transform.position.y, mousePos.y);
           
           
           
        }
    

  4. I'm finally putting some more time into this, now with some new art! I put a lot of time into the background art for the 2D game, and also some time into the 3D world. I finally also decided upon a new control interface for the 2D game, which is partly done. The 2D character is now controlled with classic a point & click control scheme. Movement works for starters, so I have at least proven that I can map the real mouse to the ingame mouse properly.

     

     

    The main problem now is that I have been putting off designing the gameplay, I was mostly excited to create the character and art stuff and also the desktop simulation. I am ditching the dig dug idea though, so this will be more like one screen of an adventure game at best. I hope to finish one puzzle, your goal is still to excavate the ambered mosquito.

     

    I would also like to add some sound effects, like some computer humming, mouse clicks and some game sound from the 2D game too hopefully.

     

    So I have a lot to do tomorrow if I want to finish before the deadline. I would also like to add some tiny environmental storytelling in the 3D world, we will see.


  5. Here's some early progress on ol' Dodgson's shack/office!

     

     

    A lot of it is block-in/filler but I'm starting to move on to proper assets and I'll post them as I go. 

    My personal goal for this project is to build a decent-looking environment entirely by myself, from scratch, using no pre-existing models or textures. 

     

    That looks lovely!


  6. He's really Mr DNA so this is good infringement dodging on everyone's part.

     

    Yeah, I was worrying about that, so that's good to know!

     

    Looks pretty cool!

     

    What are you going to use for an engine?

     

    I'm only asking because I always wanted to work with Spriter, but having investigated Spriter/Unity interactions yet.

     

    I am using Unity with Spriter2Unity plugin. I also linked their forum thread above. There is also

    which was good.

  7. The other aspect of this game is that I want to this to play on an ingame monitor in a desolated laboratory.

     

    I noticed Jake had the same idea so now I feel silly! Edit: At least the monitor idea that is. Edit2: and Jurrasic Park theme.
     Anyway this is where I have got with this so far, I am using the render texture from a camera to capture the 2D game and I want to make a cool monitor and computer to put it on.

    post-34178-0-25706200-1462838807_thumb.gif

     

    Here's what currently works in the game: You can walk up to the cube and press E-key to switch from FPS-controller to the 2D-controller. I am using Unitys default player controller for 2D. I also found this  Unity plugin for Spriter called Spriter2Unity which allows me to easily import the character from spriter. Here is the Spriter2Unity forum thread also if you are interested.


  8. The first thing I started with this weekend was the character, I figured the character animations would be a lot of the work. Although I haven't finished all of the animations, I need to figure out gameplay specifics and focus more on programming now.

     

     

    This will be player character, I have animated and rigged it in Spriter which is working quite nicely I think! I have made a few more animations that I neglect to show because they are so similar. I have so far made an idle animation and also a dig forward and pickaxe forward. I might need to do dig up and pick up, but I haven't decided if I want to do this for gameplay reasons.

     

    post-34178-0-16819100-1462838156.gif

    post-34178-0-28026600-1462838160_thumb.gif

    post-34178-0-78667000-1462838168.gif


  9. Idle Thumbs 186: Doctor DNA

     

    Synopsis:

    Doctor DNA was an edutainment (educational entertainment) software created for promotional purposes that was never released to the public. It was meant to be a series of educational games on every aspect of dinosaur resurrection starting with the excavation and discovery of dinosaur DNA. In an abandoned lab you find the last working copy of one of those games.

     

    I haven't figured out all the specifics, but basically I'm making a game kind of like Dig Dug, but with the aesthetic and basic theme of the Jurrasic Park "Doctor DNA" cartoon.

     

    Reference:

    post-34178-0-68209400-1462835619_thumb.png

     

     

     


  10. Haven't decided yet if I'm doing something! But I sure felt disgustingly nostalgic when looking through old idle thumbs episodes for some reason!

     

    Anyway here are the titles I found inspiring.

    Mostly idle thumbs, but the Terminal7 ep. title was the first to jump out at me!

     

    Anyone is more than welcome to use these ideas even if I do/don't.

     

    Terminal7 26: Life as a  Dung Beetle     <-- Could be a classic SNES platformer but you are a beetle that have to roll a dung ball through all of the levels.

    Idle Thumbs UK 2: Conversation Killer   <-- You are some kind of grim reaper that kills by calmly conversing your target to death?
    Idle Thumbs 186: Doctor DNA                <-- some kind of puzzle game where you are completing DNA strings
    Idle Thumbs 147: The Titan Falls           <-- just sound ridiculously dramatic and I like it, I imagine this would be a literal titan guy where you avoid birds and stuff while falling down
    Idle Thumbs 137: Data Complete           <-- a fast paced game where you have to fill in missing Data in some kind of data stream?
    Idle Thumbs 122: Mario's Picnic             <-- mario clone where you eat food but the goomba are trying to steal it?
    Idle Thumbs 89: The Ship Economy       <-- you manage the on ship economy: the ship will move forward when you are making a profit but backwards when you are taking losses


  11. Oh man, I've played 25 hours of Grim Dawn the last two weeks, it's been really good. I am playing as an pyromancer (demolitionist + occultist). Playing as a Pyromancer gives you tons of options as far as  ranged attacks, curses, bombs, poisons. I can also summon a hellhound and some kind of magic raven. It's dope.

     

    I've hardly played Path of Exile or Diablo 3, only a couple of hours of each them, so there's that. I don't know that I can add very much to that discussion. So far as I have been able to tell Grim Dawn feels like the most idiosyncratic of the bunch. Like you can stumble upon bosses that are +10 levels above yourself, there have been a lot of secret or secluded areas/caves/dungeons. Even with it's creatures it mixes Titan Quest-esque skellies/huge ogres with demons that's straight out of Diablo 2 and even throws in some cowboys on top of that and some lovecraft looking creatures.

     

    The progression through the world has also had some elements of non-linearity so far, where you can repair different bridges and unlock new areas. I unlocked an area that was full of level 32 - 35 dudes when I something like lvl24 . There has also been a few choices in conversations, like you choose which character to side with in some argument and this then changes which character becomes a blacksmith in town later.


  12. I wanted to make a linear 3D first-person adventure game.

     

    Here is a Lets Play in the form of a shitty gif, if you want to spare the effort of downloading the game.

    https://giphy.com/gifs/26tnilc3iitMPhj3i

     

    In the end I didn't have time (suprise) to add real gameplay. You can basically walk forward with 'w'-key and push around stones with your mouseclick, and there is a shitty jump on the spacebar. You are constrained to walk along a track, there are two lanes, so side-stepping ('a & d' keys) switches between them. You cannot walk backwards, so be careful.

     

    Download is available here:

    http://cejlindkvist.itch.io/a-small-step


    1. Gone Home.
    2. Offworld Trading Company, still early access but it looks pretty sweet. I think there are a few violent mechanics, like sabotage, but it seems to be pretty light on that stuff.
    3. Shelter *Badger simulator

    That's all I got. No two more different games have ever been on the same list.

     

    Edit: *I had to add the prime badger simulator to this list of lists to cover every market.


  13. I guess I'll chime in, @Tasty Shrimp, short and sweet, I'd be interested to see the concept expanded on. The Half-Life intro could have played something like that, would have been pretty sweet.

     

    @Lork, I think I mostly managed to figure out the controls without reading any of the tutorial, the combat feels nice and it looks nice too, I didn't play for very long but I would've liked a little bit snappier/faster reload times, the dash move and the neon blade was very nice. I played with xbox controller.


  14. The largest projects I have worked on have almost only been in a school setting with at most like 20 people, we are at the moment like 13 I think. The actual games are scoped very small though and they are for learning purposes. But I think for any project of any size, documentation is quite valuable, especially larger projects. I get paralyzed if I try to keep it all in my head, so I write it down. For example, a lot of games needs to have an art pipeline, animation pipeline, level design pipeline. Like, what are the steps you need to do to import a 3D mesh or animation. Of course when you are working with other people, you get the luxury of not having to worry about the other disciplines as much. The only reason I specifically mention researching and documenting the content pipeline is because that's an important part of what I personally do as a Tech Artist at school.


  15. I just try to record my ideas in a notebook, that way you can forget about them and read them later, a lot of ideas won't hold up well upon reviewing. For me ideas typically only exists in two states, either it's living or dead. A living idea sprouts branches, just thinking about it gives me new ideas, there are many directions to take it. When I have a living idea I usually spend a lot of my free time obsessing over it, researching things and so on, if I find things in my research I write that down in my notebook. Dead ideas to me are just that, it doesn't matter how much energy I pour into them, they won't grow, they don't give me anything back. If it's dead I just bury it in my notebook with the rest of it. I always try to dig for the root of an idea, the root of a tree has the potential to feed on the water of the soil, and the branches will sprout if you feed it. The idea that dies is the broken branch of a much larger tree when I cant find the root. At this point, I'm just indulging myself with the metaphor. I'm so sorry. Go on with your business.