Posts Tagged ‘voxel’

FUNRiDE! Play With Your Friends!

Sunday, December 25th, 2016 7:43 am

Story:

They’re all tough,
They’re all determined,
But there’s only –one room– in this arena (which is also one room ;D)
Animals from all over the world have gathered together to decide
which animal is the ultimate ride and the best survivor?

Pick your animal, choose the way you control it and start the entertaining fight!
You can play against bots, or your friends (on the same keyboard)!

CLICK TO PLAY FUNRiDE!

Round1-optimized by HealTheIll


Set Characters:

Charactersgif by HealTheIll

Pick the animal you believe the most (there are 17 so far!)

*all models were designed in MagicaVoxel and it was our first time using it, it’s a great software! you should check it out!

you can also pick a name, choose whether a bot plays it or a human and how you want to control it.

Play!

After everything is set, you’re ready to go!

gather as much speed as you can and push your foes away!

the fastest animal will push farther,

*hint : you can also use the fence to bounce yourself and gather even more speed!

Powerups

1) Boot with wings – speed up
2) Cake – shrinks your character
3) Blue Potion – grows your character
4) Red/Blue Capsule – let you pass through objects

Have fun! and don’t forget, there’s only one room in this arena! and it better be yours!
CLICK TO PLAY FUNRiDE!


SUNFURY Team

SUNFURY Team:

>Tom – Unity programmer
>Rom – Character Designer
>Artur – General Designer
>Assaf – Music

We must say, that we really had too many unpredictable occurrences,
therefore we couldn’t work full time on the game
yet, we’re pretty satisfied with the final result,
especially because it’s our first time trying Unity and going 3D
(All our previous games were developed in Gamer Maker engine)

Hopefully you’ll like what we came up with :)

Oh and, it’s very recommended to play with your friends since the bots aren’t that smart atm ^-^”


Plans for the future:

Better Graphics – particles, lots of effects, better GUI

More POWERUPS – we already have some in mind, but if you feel creative and have an awesome powerup let us know and we might add it +credit to you

Better AI – Tom is researching machine learning (using generation Neat algorithm) and it’s going pretty well, in worse case, we’ll try to program better one ourselves

Maybe More Arenas – we already thought about some other unique arenas such as an arena made of trampolines but we’ll see

Network Game – play against your friends online!

Mobile Version – we might think about a mobile version, but there’s still time until we get to that…

if you have any other ideas that you think will improve the game please let us know and have a big credit if we accept them!


CLICK TO PLAY FUNRiDE!

First screenshot

Posted by (twitter: @JPSMJordan)
Friday, August 26th, 2016 9:17 pm

I need to say that I am not an artist 😀 But somehow I like the result

first

Post Mortem: PEDESTRIAN MINING CORPS

Posted by
Sunday, April 26th, 2015 6:21 pm

It’s been about a week, so here’s a retrospective on my LD32 entry: Pedestrian Mining Corps. It was a nice break from a couple of other projects I’m working on.

What It Is

Box art for Pedestrian Mining Corps

Pedestrian Mining Corps is a one-button game about launching pedestrians into space to push asteroids back to Baby Earth by jumping on them. You’re working against the clock and asteroids’ gravity wells to get as many rocks harvested as possible.

It’s built in Unity 5. It’s a jam entry, so I used some premade assets:

I recorded the stomping sound with my laptop’s crappy built-in mic because I didn’t feel like dragging my gear out, and massaged it in Audacity. Planet and asteroid sprites were created in Inkscape.

What’s Great

dev_gameplay2I finished. I got the thing done. I had to use the whole submission hour on Monday night, but it came together. I wasn’t sure it would. I’ve failed four of the last five jams I’ve attempted, so it felt good to get across the finish line.

I’ve been doing a lot more game dev this year than previously, and I’m better for it. I was able to quickly build the UI and tweened transition effects using techniques I’ve used before. I used the awesome Unity 5 audio mixer system for audio transitions and a low-pass filter to keep the music rumbling after the game ends. I’m pretty happy with the nearly-free polish I got from habits and reuse.

I learned more about Unity’s animation system. Those little jumping animations were pretty easy to make and their sound effects are triggered by animation events. Planet and asteroid rotations use the animation system, too.

I’m pretty happy with the 2D/3D split art style, though it didn’t go over well with most players. It was borne of a limitation: I don’t know how to texture 3D objects. More about that below. I’m happy with the way the menu looks and works, the way the game looks in action, and the way the score/replay wrapup presents itself. Oswald, the button font, is one of my favorites; I’m using it all over the place in another game I’m working on called Disc Jockey Jockey.

I like the choice players make between sending pedestrians to new asteroids or putting more pedestrians on the ones already coming in. More pedestrians on an asteroid makes it (subtly) move faster and take a more direct route to Baby Earth, but it also has an effect on your efficiency. I usually spend my early game bringing in as many new asteroids as possible and the last 20-30 seconds making sure everything that’s on its way gets home under the limit.

What Wasn’t Great

components

In code, I tried leaning into Unity’s component system this time with lots of tiny behaviors. This was a bad idea, especially when tweaking game feel. You quickly lose track of which object has which component on it, or which of half a dozen components is applying a force at the wrong time or playing a sound when audio should be muted. Or you just need all those components to talk to each other because they’re dependent on each other’s state. I’m much happier with a manager object that’s pulling the strings. Maybe individual objects can have small behaviors attached but controlled at a higher level where I can see everything at once. Let the manager subscribe to events published by components and consolidate coordination and settings.

I mixed 2D and 3D because I don’t know how to texture 3D models. Not even cubes. The only 3D software I know how to use is OpenSCAD—best-suited to mechanical models—which has no concept of UV coordinates. I think the resulting look is playful and silly, but most players just think it’s incongruous. A voxel design would probably work better. I wish I’d known about Magica Voxel before the jam.

I worked alone, which is great for creative control and kind of bad for motivation/focus/workload. Pairing up with someone more accustomed to working in 3D would’ve helped.

Scrapped Plans

Some things I’d planned but didn’t implement:

  • Multiplayer. The framework is there; pedestrians have a “homeworld” they push toward, so it’d be easy to reassign that to another planet.
  • Pedestrians yelling their names on launch. I built a whole system to scrape the filesystem for audio clips at editor time and generate random first/last name pairs, but didn’t have time to record the voices. I think it would’ve been funny to hear. Ended up being a waste of time.
  • Different asteroid/resource types. I’d planned to maybe require a certain number of different resources to be collected under the time limit to advance to the next wave. Or even have antagonistic forces like an enemy planet or spaceship that would attack, requiring pedestrians to take it out.
  • Pedestrian classes. The original game concept was more like tower defense, launching pedestrians out to stick to planets where they could attack incoming enemies. I think classes could still work, with certain class combos producing more minerals or fending off attacks.
  • Credits. There’s a hidden button on the main menu that goes to a dead credits screen I didn’t have time for. That might be the one thing I go back and add before I consider the game “done”.
  • Tuning. I need to play with the push force, steering force, and asteroid spawn rate. They could all be improved. Playtesting would’ve helped.
  • Networked high scores. I always put this on the nice-to-have list, but it’s probably never worthwhile. They’re too easy to subvert and they mostly make you feel bad about your score.

ᴖᴥᴖ

Thanks for reading! I’m having a lot of fun playing and rating all of your games. <3

Please try Pedestrian Mining Corps if you haven’t already. It plays on the web* and it only takes a few minutes.

planet1

Pedestrian Mining Corps

* Unity webplayer; Windows/Mac, any browser but Chrome. Lin/Mac/Win downloads also available.

MiniLD #56 – I’m in

Posted by (twitter: @pi_pi314)
Wednesday, January 28th, 2015 7:02 am

glBegin(LD_POST);

I knew I want to participate in this MiniLD for a couple weeks now, but I wasn’t sure if I’ll have any time for it, so I worked a bit on a game I’d submit if it would’ve been finished by this weekend. I’ve overhauled the whole project twice and a week ago I abandoned it, cause it s*#!ed. But last weekend I started learning lwjgl, and now I’m working on a voxel based 3d engine. No, it won’t be a Minecraft clone. It’ll be a fully customizable, editable and moddable dungeon crawler. I just finished the level loader, which loads a 3d level from a single png file. I’m using Eclipse, the engine is lwjgl based, VBOs for rendering and paint.NET for graphics. My goal for this MiniLD is to make collision work properly, create a customizable monster class (and customizable boss fights possibly).

Dungeon 0.3 Dungeon 0.3

I’ll change the textures later, so they fit -Use only 4 colors

If you’re interested in this project, make sure to check my LD #30 submission and vote on this one, once it’s submitted.

glEnd();

Update[20:33; 28.01.2015] – I probably won’t have time to finish the thing, but I’ll do my best.

Taggle – A 2 Player game of tag (with invisibility)

Posted by
Sunday, August 24th, 2014 7:21 pm

TaggleScreenshot

Taggle is a two player game of tag/hide and seek, where one of the players, the Collector, can toggle his/her visibility.

It’s the Collector’s job to collect little bits (cubes), and the Chaser’s job (the other player), to tag the Collector.

When the tag is made, the players switch roles. The first player to collect 10 bits wins.

Perhaps the entry page for the game describes it better

Enjoy :)

-Korigame

http://www.ludumdare.com/compo/ludum-dare-30/?action=preview&uid=40504

hexagon voxel engine in unity

Posted by
Friday, April 25th, 2014 6:37 pm

Here is my engine i have been working on for this ludum dare. Anyone can feel free to use it. Its an early version that supports bot cubes and hexagons. Chunk management/culling  is not completed so you can have infinite  worlds.

(click to enlarge images)

 

 

 

 

 

 

 

 

 

 

 

 

I tried having 110k blocks (4.4m vertices, 2.1m triangles) and I still had 65 fps as seen in the screenshot. There is one thing bugging me that it ins’t 100% efficient as i had a little problem eliminating the faces which i didn’t need to draw. If I get that working in a future version it could result in drawing about half the amount of triangles and possibly more depending on the terrains bumpiness.

 

 

 

 

 

 

 

 

 

 

 

This is an example of one chunk (8x4x8)

 

 

Unity project

The project is quite complex and is kind of lower level programming with mesh vertices, triangles, uv mapping and collision triangles, rather than the (inefficent) prefab path of doing this. FYI it doesn’t have  a loading screen.

Download link:

https://www.dropbox.com/sh/z2vlqwh2jcu1m1j/bajKd5QZUC

 

 

 

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