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Author Topic: [Brevis] Work In Progress thread  (Read 23904 times)

Lane

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[Brevis] Work In Progress thread
« on: April 19, 2013, 01:05:29 PM »
Brevis is intended to be a short story single player game. The setting is Sci-Fi, space travel, etc. You'll be interacting in first person walking around and be able to get into spacecraft and make explodies.

Latest Standalone WIP Build(~110mb):
http://dl.dropboxusercontent.com/u/38606641/Brevis/StandAlone/Brevisgame.zip

DevBlog:
http://brevisgame.blogspot.com

IndieDB:
http://www.indiedb.com/games/brevis

Latest Video:

« Last Edit: February 11, 2014, 01:43:07 PM by Lane »
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MrMitch

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Re: [Brevis] Work In Progress thread
« Reply #1 on: April 19, 2013, 03:41:26 PM »
I like the idea, makes me think of Portal and Q.U.B.E

Look forward to seeing what you do with this :)

Also a demo to try would be awesome.

Lane

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Re: [Brevis] Work In Progress thread
« Reply #2 on: April 20, 2013, 03:39:47 PM »
Yeah I Portal 1 and 2 hold those positions on my list of favorite games. I haven't played QUBE, I'll check it out.

It's surprising how in Portal they made some basic mechanics feel so natural and don't tell you that its super hard to tweak that stuff to feel like it does and flow so consistently :P

When I get a puzzle done to test some of the mechanics I'll post a webdemo and see how everyone likes it. Possibly next week.
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Korda

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Re: [Brevis] Work In Progress thread
« Reply #3 on: April 22, 2013, 12:26:22 AM »
That was really cool, I could see it working really well with the Oculus Rift and Razer Hydra

Lane

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Re: [Brevis] Work In Progress thread
« Reply #4 on: April 22, 2013, 10:30:11 PM »
I got buttons working tonight, this doesn't work for the full function that I want because of the logic in the FSM but it will work for testing purposes until I work around the kink.

Figured out how I can do some modular FSM logic pretty easy between prefabs and I got some more connectivity into a couple of scripts I'm using with Get/Set property... Its really flexible when you use it. Requires more naming on bigger states but works great for small stuff.

WebPlayer:
http://dl.dropboxusercontent.com/u/38606641/Brevis/BrevisWeb/BrevisWeb.html

After the fall, thats the end of the test level.
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #5 on: April 23, 2013, 10:16:10 AM »
Updated with a road map for the Essentials Prototype. Once I get a more systems in place I'll do a proper demo to play test. That will be *actual* puzzles rather than just ultra simple system tests on a webplayer.
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #6 on: April 23, 2013, 01:23:05 PM »
Made a blog for it, gonna try to put most of the info on there.

http://brevisgame.blogspot.com/
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Flying Robot

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Re: [Brevis] Work In Progress thread
« Reply #7 on: April 24, 2013, 06:15:45 AM »
This is looking Awesome Man!

Lane

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Re: [Brevis] Work In Progress thread
« Reply #8 on: April 25, 2013, 09:06:44 AM »
Thanks =)

Theres a new blog post with some general comments on the early development if anyone is interested. Has some "Lessons learned" at the end that some amateurs like myself may benefit from.
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #9 on: April 26, 2013, 01:42:41 PM »
Played with some GUI and holo-screen interaction ideas using Ragespline and PlayMaker

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Lane

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Re: [Brevis] Work In Progress thread
« Reply #10 on: May 01, 2013, 09:28:21 PM »
Has anyone else tried RageSpline for their GUI? When you couple it with PlayMaker its pretty damn sweet for futuristic GUI setups, a basic mouseover system that reaches in and transforms the vector shapes that you've created with RageSpline is looking like a solid solution to me.

After I figure out some aesthetics I'm pretty confident it will begin to look like a scaleform alternative - now while I haven't used scaleform and looked into its animation capabilities I can't comment on that but the results I'm able to get with RS/PM combo is beginning to look like the futuristic GUI systems done in the almighty and untouchable scaleform flashiness everyone raves about and wishes was integrated into unity.
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #11 on: May 04, 2013, 12:17:51 AM »

More GUI experiments, I was making some prefabs for generic shapes with ragespline and got a carried away.

Making this actually work as intended was harder than you would think, but I may have just had a hard time because I haven't done it before. I had to use multiple trigger layers that the camera culls out. More than one is necessary for rollouts because you have a trigger area to open the rollout and then another that works as a boundary limit for your mouse to operate in.

Mostly I just took a while to realize that the Mouse Pick Events were detecting everything, so I had to cull that down to my UI triggers layer, but then the triggers were overlapping so I kept getting loops everywhere until i realized that I needed to use separate layer IDs for any triggers that would overlap and then explicitly define the Mouse Pick Events as to which layer they operated on. After that it was pretty smooth.

There were a lot more hierarchy complexities than I expected in order to make it efficient and avoid using too many actions in each state. These rollout UIs could get way cluttered if not properly set up.
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #12 on: May 04, 2013, 11:59:36 AM »
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #13 on: May 13, 2013, 09:35:01 PM »
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Flying Robot

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Re: [Brevis] Work In Progress thread
« Reply #14 on: May 13, 2013, 10:31:22 PM »
Looking freaking awesome dude!

One question : Is this Unity Pro?