Posted December 21, 2018 by ventedpennies
#update
Hey all! Welcome to Week 2, where I spent some time working with unity and LWRP and HDRP, Cinemachine, and other things! See details below.
Changes in this version, both WebGL and Windows
This week I tested both Unity’s Light Weight Render Pipeline (LWRP) and HD Render Pipeline (HDRP). Unfortunately, the LWRP doesn’t do projection shadows and my laptop (I5, intel 4200) can’t handle the HDRP in any form. I got to experiment with shader graph and the pipelines though, so it wasn’t a total waste. This is also unfortunate, because I really liked the LWRP but sadly, if you want shadows, you'll need to create your own projections through shaders, baking, or other tricks.
I've implemented controller supper for up to 2 players, only Xbox One and PS4 controllers are compatible. If no controllers are detected, then the keyboard is defaulted, and multiplayer is not an option. Right now mixing doesn't work (1 keyboard, 1 gamepad), so it's either 2 gamepads or 1 keyboard.
I’ve implemented more character choices. Mostly this has allowed me to test Unity’s new nested prefab system. So far, so good.
I’ve also added some “juice” elements to the game, namely some camera feedback and player feedback based on who has the ball.
Overall, let me know what you think!
My plans for the next version include some more juice. In the code side, I’ll be determining the best way for the characters to handle slopes (or if even to use slopes).
I'm always on the look out for artists! If you want to join the project, send me a line!
Cheers,
Greg