Zombies! - mid-week scanners game update
Back for a mid-week update just because... Woohoo!
I had a super productive day after many not-so-productive days since my last post... I've been hemming and hawing about what project to do next until I finally realized there was still a lot of work to be done right in front of my face... So, after working on some non-game-dev stuff earlier in the week today I blasted out some new features in my "Scanners-Inspired Psychic Head Exploding Game"...
So, today I ...
1) added a zombie character to my scanners game.
2) added some extra objects to the scene to toss around
3) improved the graphics ... I basically followed the advice from a youtube video to spruce up some of the graphics. Mainly shadow settings, render settings, post-processing stack, lighting etc... I turned off the motion blur though...
This video: How to get Good Graphics in Unity
4)A more-felt-than-seen update is to the collision/trigger system that is responsible for the zombies not running through each other or over bodies and things, and also the switching mechanism for animation to ragdoll states.
And here is a hopefully okay screen capture of me playing with it in the unity editor and oculus rift:
(Apologies for the bad voice recording and bad hair!)
Thoughts:
- I love shooting that giant cube at these guys. It's ridiculous but why is it so much fun?
- I love the new zombie character, especially just the way he moves. I'll have to change the idle animation and maybe even the deaths and screaming, not sure, I'll see what I can find on mixamo...
- I think the shaders are broken on the zombie. I'll have to remember to tweak that.
- things look and feel so much better!
- I really don't like turning around to find zombies standing behind me. I'll probably design levels so you can remain front-facing. This feels to me like a casual sitting game with optional standing and maybe some hand waving eventually...
- I would like to see a VR headset that doesn't mess up your hair.
Random stuff:
This currently unsupported jousting game looks like fun.
I might try to develop this mechanic to see if I like it.
That's all for now!
I had a super productive day after many not-so-productive days since my last post... I've been hemming and hawing about what project to do next until I finally realized there was still a lot of work to be done right in front of my face... So, after working on some non-game-dev stuff earlier in the week today I blasted out some new features in my "Scanners-Inspired Psychic Head Exploding Game"...
So, today I ...
1) added a zombie character to my scanners game.
2) added some extra objects to the scene to toss around
3) improved the graphics ... I basically followed the advice from a youtube video to spruce up some of the graphics. Mainly shadow settings, render settings, post-processing stack, lighting etc... I turned off the motion blur though...
This video: How to get Good Graphics in Unity
4)A more-felt-than-seen update is to the collision/trigger system that is responsible for the zombies not running through each other or over bodies and things, and also the switching mechanism for animation to ragdoll states.
And here is a hopefully okay screen capture of me playing with it in the unity editor and oculus rift:
(Apologies for the bad voice recording and bad hair!)
Thoughts:
- I love shooting that giant cube at these guys. It's ridiculous but why is it so much fun?
- I love the new zombie character, especially just the way he moves. I'll have to change the idle animation and maybe even the deaths and screaming, not sure, I'll see what I can find on mixamo...
- I think the shaders are broken on the zombie. I'll have to remember to tweak that.
- things look and feel so much better!
- I really don't like turning around to find zombies standing behind me. I'll probably design levels so you can remain front-facing. This feels to me like a casual sitting game with optional standing and maybe some hand waving eventually...
- I would like to see a VR headset that doesn't mess up your hair.
Random stuff:
This currently unsupported jousting game looks like fun.
I might try to develop this mechanic to see if I like it.
That's all for now!
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