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Everything posted by nkornek

  1. Spent tonight working on the building placement tech. One of the issues with the old game was that it could be hard to find spots that were level enough to place your buildings. I made the terrain have a lot more large flat spaces so that will help with that issue, but I also wanted to improve how I detected that flatness. So, beyond the obvious "don't let you place a building inside another building" I needed a good way of judging how level the terrain is. Each of my buildings has a sort of "base" at the bottom (the hexagonal part) so I use that as a starting point. I isolate the vertices of that base and use them to create an array of points at which to check from. From there, I do a raycast downwards to look for the terrain, then compare its height to the root position of the building. Specifically, I choose a position several units higher than the original point so that I can be sure to hit terrain that might be slightly above it. If the difference between the hit and the root is below a certain threshold (the thickness of the base) then I mark the point as valid. If all of the points I check are valid then we can assume the terrain is level enough to place a building on it. There's one further step though. I need to make sure that when we do place the building it doesn't end up floating in the air partially. For this, I simply take whatever the lowest y coordinate from the points that I checked was and use it to override the y coordinate that I get from the mouse position (so long as all of the points are valid to begin with). You can see this in action here with my debug tools. The grey dots show the points that we will be checking from. I also draw lines from the "hit" point on the terrain to the comparison point (the root of the object) and color them red or green based on whether or not they are below the threshold.
  2. Yo that art is super creepy and rad. Well done!
  3. Yeah, that was the very first Wizard Jam ever. I didn't even live in the same apartment I do now.
  4. [Dev Log] Pegasus Launch

    This sounds awesome! It reminds me a bit of the premise of The Final Station, but with cool darkness mechanics.
  5. How young we were then. Thanks! Yeah, since this is a larger undertaking that I'm not actually expecting to finish in 2 weeks I wanted to devote more time to the dev log portion of it.
  6. Alright, so I wasn't fully satisfied with the look of the terrain. It was too smooth which clashed with the flat look of the buildings and characters. So I went back to blender and just algorithmically beat the crap out of it until I got a result that I was happier with. So here's the new, more stylized geometry
  7. [Released] Our Weird Monstrosity

    Heck yeah. I love the idea of doing the whole thing in Doodle Studio.
  8. Did a first pass at vertex painting the terrain with the textures I made. I might come back to it later but I think this turned out pretty good for now. Next step will be to model a bunch of rocks and trees and stuff.
  9. Just wrapped up my rock texture. I'm SUPER happy with how this turned out.
  10. No coding required! I did most of it with Photoshop and Blender. The only part I actually did in Unity was the animation (because I'm too lazy to learn how to animate in Blender). I start with a reference image of the dino that I want to make, like this T-Rex, and bring it into photoshop Then I use the path tool to create outlines of the separate parts (body, arm, leg) and color them how I want Then I take the individual parts into Blender and make a very basic mesh outline of them. Since the parts are all flat it's super easy to unwrap the UVs and combine them into one sheet. Then I take the UV map back into photoshop and lay out the individual parts onto it. This will let me create a material out of them that can be placed on the 3D mesh that we created. From here we go back to Blender and create a material out of our new texture. I also create a basic skeleton for each individual piece (ie, the bones from the leg are their own armature and are not connected to the torso). Since the model and texture are simple enough I'm not too worried about it deforming in any weird ways when it starts moving so I just use blender's automatic bone weights (weights are what determine how much the movement of a bone can affect the mesh around it). And that's pretty much it! After this I just take the whole thing into Unity and animate it. Hope that helps!
  11. Spending today working on terrain stuff. I used Unity's terrain tools to sketch out the basic shape I wanted then exported the heightmap and brought it into Blender so I could do precise touch-ups, like creating the flat "Buildable" areas and the smooth ramps between them. Then I used photoshop to make a quick grass texture that I could loop and found out that it has an amazing feature to auto-generate normal maps from a 2D texture So here's how it's looking in-engine so far. I still need to make some rock/gravel/sand textures so that I can give it a lot more variety and then I want to start creating some props like trees and rocks and stuff to snazz it up. grass normal.tif
  12. [Dev Log] To Me, To Me, To Me

    I could almost see it as trying to navigate some sort of maze but you can only pull in the 3 directions.
  13. [Released] Stream Frasier Online Free

    This sounds like an A+ idea. If you can you should try to run the vocal track of the Frasier theme song through Microsoft Songsmith to really complete the AI generated aesthetic.
  14. You're right, that's much more accurate now. Thanks.
  15. [Released] häx_processer

    This sounds awesome! Also, great use of a Something True title.
  16. WIZARD JAM 7 // Welcome Thread

    It's the most wonderful time of the year!
  17. [RELEASED]Pizza Tonight!

    This is so good and weird. I delivered only the best boneless pizzas.
  18. Very cool. It's kind of like a minimalist Steam World Dig.
  19. [released] Cavorting Amongst the Corpses

    This game seems pretty cool but it's brutally hard! Maybe start by teaching the blocking mechanic before you give the combo tutorial? I couldn't even pull off a combo without the enemy hitting me between attacks until I had learned how to block. I really like the animations though!
  20. [Release] This is Celebrity Explainer

    The power of the songsmith
  21. It's late but it's done! This is Celebrity Explainer is a game about writing biographies for very real celebrities. Just launch the game and in no time you'll be filling out a short quiz to help explain away the ambiguities of the lives of the rich and famous. Grab it right here: https://nkornek.itch.io/celebrity-explainer Once you've finished explaining, you can hit the photo button to save your results (it'll automatically create a folder called Celebrity Explainer in your computer's My Pictures directory to store them) and share your results on social media with #celebrityexplainer. Design and Programming by me, Nick Kornek Sweet sweet art by the intrepid James Palermo *ORIGINAL POST BELOW* It's Wizard Jam time! The most magical time of twice a year! This is Celebrity Explainer will be a procedurally generated celebrity biography writing game. You'll start by being shown the name and picture of a definitely not fake celebrity and then using a procedural mad-libs style questionnaire you will cobble together a very credible biography listing their life events, achievements, controversies, and more! If all goes well with what's planned at the end you'll be able to tweet out your results. Sadly I won't have time to start developing until Monday but I've got a buddy of mine who will be making amazing face art to help out.
  22. [RELEASED] The World Begins With You

    This is honestly one of the best looking jam games I've ever seen.
  23. [Released] Shoot That Pizza

    Very neat! I'm a sucker for typing games haha. Also that music is great!
  24. [Release] This is Celebrity Explainer

    Her father knew how to handle ducks... ...but he never could deal with a goose.
  25. [Release] This is Celebrity Explainer

    Don't forget to make sure you turn up your quality settings