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Author Topic: [Brevis] Work In Progress thread  (Read 23901 times)

jeanfabre

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Re: [Brevis] Work In Progress thread
« Reply #15 on: May 14, 2013, 12:25:57 AM »
Woah!

I really like it, the lighting is very good and the 3d ui is really impressive, well done!!

Jean

Lane

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Re: [Brevis] Work In Progress thread
« Reply #16 on: May 14, 2013, 06:32:11 AM »
 Yeah, there are active shadows and a couple of image effects going on. I've got an edu version until like August our something before i need to upgrade.
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #17 on: May 14, 2013, 06:48:24 AM »
Thanks Jean! =)
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #18 on: June 03, 2013, 07:47:06 AM »
Just a small update.

I'm prototyping some air hover flight mechanics using all an physics system that will be in the game and it's proving to be incredibly difficult and slowing me down, so there probably won't be any real juicy updates until I square it away. I'll offer the flight package up for the community when its done and hopefully it will contain physics based auto balancing features and be modular enough to throw on any ship you want and tweak the power/weight.
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #19 on: December 16, 2013, 08:55:37 AM »
Zombie Thread Resurrection!

Now that the Flight System is basically sorted out I'm shifting to the First Person side of things and working on integrating the two systems alongside building the Intro Level for the Campaign, fleshing out the story, working on AI, integrating UMA for character generation, building art assets for characters and a bunch of other little things.

First video is level design. Second video is just a video of AI wandering and showcasing some new mockup space graphics. Both are kind of boring, but updates nonetheless.



It's tough trying to do everything alone, knowing I can't polish anything too much or I risk not making any progress on the fundamentals and functional aspects. But it is what it is and I feel like things are moving along at a decent rate.
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #20 on: December 19, 2013, 08:21:02 PM »
Finally figured out how to use my mic with Bandicam, so here's my best Nerd Voice trying to explain the AI setup with Brevis NPC's.

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Lane

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Re: [Brevis] Work In Progress thread
« Reply #21 on: December 31, 2013, 02:34:10 AM »
Update:



Full Size Image




UMA
The characters in the screenshots and guys that I created with the UMA stock custom creation screen. They're plugged into mecanim and I've got some basic animations on them. If there was an AI kit I could probably drop it onto these guys in a few minutes, or any randomly generated characters UMA spat out for that matter. I chose to place saved avatars because serializing the randomly generated avatars and reusing them later is quite a nice tool to have. More so than just throwing random looking characters around... It significantly speeds up the character creation process and now I just need accessories.

I'm going to make some custom clothing assets next and see how difficult of a time I have putting them into the UMA system and using them on the characters. After that I can probably get Joen's upcoming Power Pack and use his scripts to extend the customization control.

Level Design
Made some real leaps toward customizing these kits and moving them away from the stock appearance. I dug in and revamped some of the textures and changed quite a bit, significantly improving the kit with the bright textures and star-trek-ish interiors. I'm pretty happy with the quality of the interiors and the level of customization I've been able to get by butchering the stock files... Definitely going to be pushing further on that.

Lighting
I got Unity Pro and have been whipping the lighting into shape, along with sorting out problems I've found with using deferred mode and multiple cameras, among other things with DX11 and shaders in general... Much frustration, but post effects and everything are working nice now and I know what the limitations are.

AI
Worked on it a bit but couldn't seem to really make any breakthroughs. I contacted the UnitySteer developer and he pointed me toward some of his scripts so I'm going to start digging into them and trying to duplicate his algorithms in Playmaker. I really want the AI to be fully done in Playmaker.
« Last Edit: December 31, 2013, 02:39:59 AM by Lane »
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #22 on: January 01, 2014, 06:32:36 PM »
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Nitrohex

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Re: [Brevis] Work In Progress thread
« Reply #23 on: January 01, 2014, 08:25:13 PM »
What a great sense for art and functionality!
AMAZING WORK Lane, keep it up!
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #24 on: January 08, 2014, 08:29:11 AM »
What a great sense for art and functionality!
AMAZING WORK Lane, keep it up!

Thanks =)

More updates soon, the AI has wised up.
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #25 on: January 08, 2014, 03:02:15 PM »
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Lane

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Lane

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Re: [Brevis] Work In Progress thread
« Reply #27 on: January 23, 2014, 11:25:04 PM »
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #28 on: February 07, 2014, 10:56:34 AM »
New blogpost talking about Rift integration, mostly.

Recent updates changelog:

  • Removed Ship Building Interface (coming back later when GUI improves)
  • Reduced ship speed by half
  • Added First Person Character control
  • Added look-lock system for targeting with the Rift
  • Added interactive random ship building interface in the hangar
  • Added functional enter/exit scheme to the ship (you can walk in, sit down, fly, get up, then walk back out through the hatch)
  • Added Proportional Navigation algorithm to seeker missiles
  • Added better explosion, impact, launch and missile trail effects
  • Added better sound effects
  • Added various optimizations to all current systems
  • Added new, more advanced GUI interface in Hull_1
  • Added stationary turret enemy system
  • Adjusted sound settings to scale better over distance
  • Adjusted Sunshine and Lighting systems

Updated Standalone soon.
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Lane

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Re: [Brevis] Work In Progress thread
« Reply #29 on: February 09, 2014, 01:23:29 PM »
Realtime tracking with the Rift that affects the ingame character avatar in first person.





« Last Edit: February 11, 2014, 01:33:48 PM by Lane »
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