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Music, MIDI Synchronization, HUD, Drawing Clean Lines in Unity, and Light Effects

Guns n Grime
A downloadable game

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

Should prove useful in a variety of contexts — one of my inspirations for the HUD is Raytheon's heads up display interface for US fighter jets


See you in the next update.

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