I might update this post with more terrain pics as I build the terrain.
I already have a few levels created but not fully filled out with props and other game elements. I'm taking my time and getting things done as I get to them.
Twisted Game Dev
A place where I post my digital art, game development projects and other related stuff.
Friday, April 18, 2014
Some more terrain from custom heightmap
Labels:
3ds max,
code,
coding,
fantasy,
fbx,
Game development,
heightmap,
indie games,
map,
medieval,
open world,
rpg,
terrain,
turn based,
Unity
Thursday, April 3, 2014
New Project I'm working on
Haven't posted anything in a while, been busy!
Here's a snapshot of a new project I'm working on, I'm building this from scratch and doing it all by myself^^
Just started a few hours ago, I'm going to take my time with this.
Here's a snapshot of a new project I'm working on, I'm building this from scratch and doing it all by myself^^
Just started a few hours ago, I'm going to take my time with this.
I'm going to model my characters from scratch, sample my own sound effects and create my own game music just to test myself :P
Sunday, October 20, 2013
Have a Rough draft for a main menu completed!
I have just finished a rough draft of a main menu that I may or may not use in a final build.
It has a basic Developer Console capable of changing levels, spawn or destroy game objects, etc. but I will vastly expand on it to further integrate it into the core of the game and enable it to work as an advanced developer console.
The main menu itself has four options and I don't think I'll need to any more than that. It has a "Play Game" button, a "Continue" button, an "Options" button, and an "Exit Game" button. This should be all I'll need for buttons. The background image is a nice placeholder for the time being but I will need to make an additional "layer" with a title somewhere in the top of the screen.
Hopefully adding 3D characters and implementing their animations in Unity will be this simple!
It has a basic Developer Console capable of changing levels, spawn or destroy game objects, etc. but I will vastly expand on it to further integrate it into the core of the game and enable it to work as an advanced developer console.
The main menu itself has four options and I don't think I'll need to any more than that. It has a "Play Game" button, a "Continue" button, an "Options" button, and an "Exit Game" button. This should be all I'll need for buttons. The background image is a nice placeholder for the time being but I will need to make an additional "layer" with a title somewhere in the top of the screen.
Hopefully adding 3D characters and implementing their animations in Unity will be this simple!
Saturday, October 19, 2013
Been busy learning how to use Unity! Have a scene to use as a base!
It's been a while since my last post! I've been busy doing other 'real life' things but most importantly I've been busy learning the ins and outs of Unity.
I've decided to use the below scene as a test scene to base everything off from until I get more familiar with Unity and the new Mecanim animation tool they recently included.
I have alot of the menus done that I'm most likely going to use but I now have to understand how to get 3D and 2D to play nicely together in Unity since this will be a first for me with Unity's game dev kit. I hope that it will be as fast and easy to get a basic scene going as quick as it was to get my menus done! If so, I'm sold on Unity and will probably use XNA only when I have to.
I've decided to use the below scene as a test scene to base everything off from until I get more familiar with Unity and the new Mecanim animation tool they recently included.
I have alot of the menus done that I'm most likely going to use but I now have to understand how to get 3D and 2D to play nicely together in Unity since this will be a first for me with Unity's game dev kit. I hope that it will be as fast and easy to get a basic scene going as quick as it was to get my menus done! If so, I'm sold on Unity and will probably use XNA only when I have to.
Labels:
2D,
3d,
game design,
Game development,
mecanim,
scene,
terrain,
test,
Unity
Tuesday, August 20, 2013
Friday, June 14, 2013
Switched over from XNA to Unity3d
After playing around with Unity3d for about 20 minutes, I made a quick prototype Main Menu and was amazed how easy it was to code in C#. I played around with Unity several years ago and I didn't care for it very much. Now I'm convinced that I need to switch back as soon as possible and start developing with it again!
Unity3d seems to have a very active and very helpful community of developers that seem very open. The developer community also has models and scripts you can use to help get you going. Goodbye XNA community.
Unity3d seems to have a very active and very helpful community of developers that seem very open. The developer community also has models and scripts you can use to help get you going. Goodbye XNA community.
Saturday, June 1, 2013
3D RPG (Third Person/First person, 360 degree looking) Camera
This is probably been causing the most trouble recently. I've got a
Javascript 3d rpg(ish) camera but its only in third person mode. I'm
currently converting it to C# and adding first person camera
compatibility to it. It's difficult due to XNA's camera control style
but I think in some time I'll have it the way I want it (I hope).
3D_RPG_Camera
Of course, this means if things don't work out, I'll either be starting the camera scripting from scratch (again) or using a previously scripted camera class to base my camera class from. In the end, it won't really matter because I think it's worth the wait for getting the camera class right since everything else is usually based on the camera class and the angles in which the players view the virtual environment.
3D_RPG_Camera
Of course, this means if things don't work out, I'll either be starting the camera scripting from scratch (again) or using a previously scripted camera class to base my camera class from. In the end, it won't really matter because I think it's worth the wait for getting the camera class right since everything else is usually based on the camera class and the angles in which the players view the virtual environment.
Labels:
2D,
3d,
3ds max 2012,
black mage,
conjurer,
dark elf,
elf,
games,
independent game development,
indie games,
knight,
monk,
paladin,
pugilist,
sorcerer,
thaumaturge,
warrior,
wizard,
xna
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