Posted April 03, 2018 by Doomlaser
#music #shooter #roguelike #midi #synethesia #rl grime #skrillex #light show #stage lighting #lighting #volumetric #procedural #procgen #aesthetics #unity #unity3d #wireframe #vfx #motiongraphics
i've been working on HUD stuff and fighting unity's stupid prefab system. In my downtime, I've been assembling a youtube playlist of visual references. It's something of a tradition i have with games i start working on
https://www.youtube.com/watch?&v=1-JLnyHT7IU
some classics in there — terminator vision, blade runner lights, robocop death & rebirth sequence, alien, tron 1982, raytheon fighter jet hud displays, etc..
But I've also been looking at stage light shows from concert footage.. rl grime, justice, skrillex, etc
A little over 3 years ago I was working on a different compo game in Unity where I was going to use trap music. it's where I salvaged the code I use to control the procedural level colors and stuff.
In that game I built this whole system where I could manipulate parts of the game given the waveform of the audio playing, along with a MIDI system that is tied to each in-game music track, with significant events marked out to control lights and platform movement in the game.. sort of a synesthesia effect, and a system similar to what i built for the tap tap revenge games.
Doing midi or game event + click track triggered moves on banks of foggy atmospheric spotlights all over a last man standing level that's pumping trap drops would feel pretty cool, at least in my imagination.
On the UI front, I've also found a solution for rendering lines for my HUD and other effects that's both more simple and sophisticated than just rendering meshes with a wireframe shader.
https://github.com/eppz/Unity.Library.eppz.Lines