AI assisted graphics: blending 3D characters on top of 2D backgrounds
As the game will be 2.5D, it is very important to make the 3D characters blend “seamlessly” with the 2D background. Here is how I did it.
As the game will be 2.5D, it is very important to make the 3D characters blend “seamlessly” with the 2D background. Here is how I did it.
In this post I will tell about the game scripting in more detail. We will start by pushing a car off of a container ship.
After working on the ship location for a while, I ran into some issues that came from the fact that I was working on a game that had fewer spatial limitations than adventure games usually have.
I started to work on the actual story content after making the first script for the opening act. I captured some footage of that progress.
I added procedural level creation tools into the mix and set up the ship level to test them!
I needed to create a separate water interactions solution for the large ship scene. I was not able to make the ship move, so Instead I chose to move the waves under it.
I got so lucky with creating the water interactions! I managed to find a water interaction demo project made with unity 5! I loaded it up into my current version 2020.2b and managed to get it working with a few tweaks to the source code.
For the UI graphics I always knew I wanted to go with simplified low-poly icons. I decided to do black & white for UI buttons and actions, and color versions for items you pickup and store on your inventory.
I have worked on a few water shaders in previous projects and there is something about it that I really enjoy doing. So I was eager to get started on the water shader for this project as well!
I spent some time refactoring the project to be cross compatible across a maximum number of devices. I had to change from High Definition Render Pipeline to Universal Render Pipeline.
Working on the car AI has been more enjoyable than I thought. I was driving in my car today and could not stop thinking about how the car in my game needs to “think” in order to get from place to another faster.
The basic features of the game are starting to get there. All art is placeholder, but bits and pieces of the required functionalities are there.
An open world game will be full of vast empty areas you need to cross. I did not want to do a fade-to-black-teleport type of travel, so I figured I will give the player character a car!
I wanted the game camera to have the following features:
-Follow the player character
-Isometric look
-Mouse wheel zoom
-Mouse drag for looking around
-Focus on character on level start
As I talked about earlier in this blog post, time…
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