Recent community posts
Its been a busy week and a bit and I have plenty to share!
Worked on the transition a bit more when you're at the House. This house is suppose to be your safe haven but you can't have everything!
When the House is in the Underworld, you get to explore the depths on the catacombs. Getting there is not straight forward and below is one of the ways you can get there.
I also recently added the Murdered Bride to the game. She's got revenge on her mind so you will see her plenty in the dungeons.
Lastly, this weekend I added the ability to raid tombs! Tombs have always been in the game but I only just around to added this feature. Hidden secrets and treasure can be found inside but do it at your own peril. The Vampire Twins also feature in the video below.
Hope you guys enjoy these updates and please let me know what you think!
Hey guys, just wanted to drop by and show what I've been doing the last several months. It's been a project that I've done on and off but with the lockdowns in place, I get more time to get back to this hobby project!
The first thing I did this month was spend a lot of time migrating from Unity 2017 to 2019 and these were the first tests to. make sure things were working.
Tried another scene and certain things were clearly broken though, the Heart beat going nuts here (meaning you were always in Fear):
Had a short break but back with some new things!
I created a Moth shader to help me save a few GPU cycles to do all the animation and added it to a particle system... stress tested it to show thousands.
This is how it looks in a real scene in-game
Been a while since my last update here but some big news. I've received my Xbox One X and S dev kits and have been working away optimising the game to run on those machines. It was a tough start but I've managed to make it work on the X thus far with a super stable frame rate and keeping the IQ intact as much as possible. Hopefully I can share more on this soon when more of the game is up and running :)
Its been a long time coming but I finally put in breakable walls (and possibly later on, floors) to the game.
I've had a tiny bit of experience in the past with a feature like this in my last game Dungeon Nightmares II and the results were satisfactory.
However, for this new game I wanted to get away from the neat brick work that made the walls stand out too easily for the player to find, without the need of using the map to reveal hidden chambers.
I stumbled across something in my search for better fracturing and its called Voronoi generation (http://alexbeutel.com/webgl/voronoi.html).
Since I use Blender, there were also plugins that made use of this algorithm so I decided to venture down this route to find a better smashable walls that also hides it well in the scenery.
The first test is shown above. Whilst this worked ok, I wanted to try and minimise the chunky look at the shards.
I decided to rework the wall and break it down to the size of the bricks rather than punching a hole through it.
This was quickly followed by creating the breakable piece.
Once I was happy with the above, it was time to get it into Unity.
For Unity, each shard needed a rigidbody that is disabled at launch.
Each piece can be poked and prodded in the game and depending on what threshold I choose, the rest of the wall will fall under its own weight.
I went back to finish up on these walking screamers and finally put them in the game.
These walking screamers are non-violent but do let out a chilling scream when they see you. The scream will alert others of your location.
https://streamable.com/y013nMerry Christmas to all!
I've recently put some work into the dungeon traps and started with one of the primer traps.
The glowing symbols around the trap can only be seen when your Crucifix is in use. These symbols indicate where the pressure pads are that will trigger the crusher.
WIP crusher test:
I've been extremely busy making the controls work with the Xbox controllers but that is now done!
I also recently finished the new Exit Portals. This now replaces the very old exit lifts/shafts in the game.