Design & illustration studio gone game dev. Working on an action-adventure game set in a strange and beautiful world. Questions: hello
@canopydesign
.co
Experimenting with creating our own tool for dynamic motion and weapon trails (after realizing how much work it was making sprite animations for every character/enemy). It uses the line renderer, custom shader & a bezier script.
#IndieGameDev
#unity3D
#madewithUnity
#indiegame
Furthering our work on the water and weather systems and how they interact with our shaders. Now rainy conditions create ripples on the surface of water and increase the density and opacity of rolling fog.
#shaders
#IndieGameDev
#unity3d
Our player character has evolved quite a bit in the past week or so. As an outsider to the world she's found herself in, all she carries is a blade in one hand and a mysterious energy in the other.
#madewithunity
#unity3D
#indiedev
#indiegame
#gamedev
We've been polishing up the animations for our player character's attack string as well as making some early progress on destructible objects. Guess we need to start making some actual enemies soon...
#madewithunity
#indiegamedev
#indiegame
#unity3D
And a better look at some of the details in brighter lighting. (The sunbeams and atmosphere got a little compressed in the previous shot.) This crew is wearing wooden armor crafted from the forest they reside in.
#unity3d
#indegamedev
#indiegame
#madewithunity
A look into our grayboxing/blockouts for
#Blocktober
Our custom terrain tools allow us to quickly "sketch" an area for general composition, and basic shapes are used to represent props/structures.
#IndieGameDev
#gamedevelopment
#leveldesign
Long way to go but might as well show some action too. Here's a work in progress fast attack. The swipe effect uses a circular mesh and a simple shader with a stepped texture and UV rotation to follow the blade movement.
#madewithunity
#unity3D
#indiedev
#indiegame
#gamedev
With some of the initial enemy designs concepted, we've been having some fun taking things a bit further with enemy fighting mechanics. Here's a look at a ranged enemy's crossbow attack.
#madewithunity
#IndieGameDev
#indiegame
#unity3d
We're curious what others are doing for similar trails. We found the built in trail renderer in Unity pretty lacking for these effects, creating lots of awkward angles when using fast animations with quick changes in key frames.
@Reticulatas
Thanks! No plans for a tool release, maybe down the road. Just trying to focus on making the game for now. As for process we're using a script to generate points along a bezier curve with a start, middle and end point (the yellow cubes) & feeding them back to the line renderer.
@subliminalman
@Reticulatas
We tried getting the bounding volume size to set the line width initially, but ended up liking static line widths better (can still be overwritten per keyframe if needed). The number of quads/positions on the line does grow with the size of the line though! Prevents jaggedness.
This clip also shows our toolkit which allows us to modify the scene parameters, including weather and time of day. While designing this character we decided to make some custom shaders to allow the wind to influence her hair and cloak in the same way it does grass & trees.
@RalphHaley10
Thanks! Anything is possible at the moment. We’re very early in development so specific platforms are tbd. We’re using URP so it should be flexible with where it can end up.
@Hemi_Here
Thank you! Hard to say since we started it as a hobby project with no gamedev experience and have slowly been dedicating more time to it and treating it more seriously. But we started about 3-4 years ago.
@RyanThinker
Thank you! We did something similar, started with a semi circle mesh in front of the player before playing with sprite animations on particles, but we started making some enemy attacks and realized how time consuming it would become and eventually landed on making this tool.
@Broke_FairyTale
Thanks! Definitely a lot of work, especially since our background is in art/design and not games/programming. The game is fully 3D but with a fixed camera. We use a mixture of particle fog, distance fog, and fog planes.
@HilariousCow
No worries! Yeah exactly, we’re keying the 3 handles & their positions in the attack animations and the script feeds the line renderer all of the points to make the curve for that frame. Not sure of the performance implications but it seems good so far 🤞
@zKassaiAudio
Thanks! The angle is determined by the player's direction, which can aimed by targeting. So in this clip the player is deflecting at the beetle enemy simply by targeting.
@ActualJamememes
Thank you! We're actually just using orthographic perspective on the camera, which is tilted down at an angle on the environment.
Using this perspective has presented some challenges so far, but it's been worth it!