Monday, 29 June 2015

Game Company Logo

Now that Kingdom has reached a playable state I figured I might need to redesign my logo for 'Hungryum Games'. Keeping with a similar style as the old logo I went with making a vector image of a hamburger with text surrounding the image. The font was downloaded from: http://www.dafont.com/indiestar-bb.font

 

Monday, 22 June 2015

Supanova

So Supanova is this weekend and thanks to Central and the lecturers who will be attending the event  I am able to showcase my game (Kingdom) at their booth. About a week ago I started preparing the final version ready for Supernova. The game isn't finished yet, but I was able to build a nice demo for the people attending the event to try out and hopefully give feedback. I've added a lot of new things such as improved A.I, new particle effects, terrain, dynamic camera and the objective of defending the battering ram. The U.I has also been overhauled with a simplified version of the tutorial.

Here's the poster I made for Supanova

And a few Screenshots of the game



Monday, 15 June 2015

Cow Rigged

As the end of the semester approaches I needed to finish off my cow rig ready to hand in. The rigging process turned out to be quite simple once I understood how to smooth weights and parent the constraints. The only issue I encounter was the rigging the IK for the legs. It turned out I had modeled my cows legs inverted so that the knee was bending in the opposite direction. Something to remember next time I sculpt.

The cow with an IK rig and constraints. 

Simple pose of the cow using the rig.




Wednesday, 3 June 2015

Kingdom Progress 2

Since my last progress post, my class at Central had a small playtest for other students to test out and give feedback on our developing games. The feedback for Kingdom was mostly positive with the exception of complicated controls and a few bugs. Thanks to the playtest I was able to sort out the remaining bugs and improve upon the controls to make them more user friendly.

The rest of my time has been spent fixing the lag problems that render the game unplayable on lower spec computers. I thought at first it was my scripts taking up most of the processing but after optimizing every script and removing any unnecessary update functions the lag still remained with about a 5-10 increase in fps.

I then noticed, thanks to unity's Profiler, that rendering the scene was taking up most of the processing at a whopping 80%. Some research into dynamic batching and draw calls answered all my questions. The problem was in the draw calls as I had too many objects drawing in the cameras view at a time. I managed to reduce this by mesh combining the units so that it became one mesh instead of 20+ meshes.

This greatly reduced the lag but I went a step further by downloading a very useful draw call minimizer! (Link provided below) What this amazing script does is combine any objects you decide into one mesh and create a texture atlas for the newly formed mesh, all before the game loads. For example in Kingdom I have over 500 trees each as separate objects in the scene, with this script the trees all get combined into one mesh reducing the draw calls from 500 to 1!

Link to the Draw Call Minimizer in Asset Store:
Draw Call Minimizer- Asset Store


Link to video showcasing what it can do:
https://www.youtube.com/watch?v=0eA4Afhojxc


Because of less lag I can now simulate larger battles.



Monday, 4 May 2015

Catapult Glitch

Another quick post of Kingdoms progress. I've been working on a second machine, the trebuchet. This one fires fire boulders that roll and burn soldiers instead of just breaking on impact. The animation was tougher than the catapult to get right thanks to all the moving parts. While working on the programming I encountered a small bug that caused a sweet firework explosion from the catapults that I thought I would share.


Tuesday, 28 April 2015

Kingdom Progress

So it's been a few weeks now since I started working on Kingdom and have made quite a bit of progress. The game is now in an early Alpha stage that is somewhat playable with the player able to place down units and control catapults. Most of the work has been taken by programming the characteristics of each unit and getting the unit placement functional.
I've taken some screenshots of some game play showcasing the two armies fighting.

  The Top Bar is the Influence meter. This displays which side is winning the battle.



 So far the units you can place are Knights, Archers, Horse Knights and a Catapult. I plan to add a few more units and machines in future updates.

 Also here's a shot video of the carnage.



Wednesday, 8 April 2015

Kingdom

I've always wanted to simulate a medieval battle in a game but was limited by game maker and what it could handle. A recent assignment has the class developing a top down shooter game, which I decided would be a great chance to try out my ideas and test Unity 5's capabilities.


I've created some low poly models ready for programming and used my grass and tree assets from another game.