Jan
27
2013

Realm Of ..Something.. (proto)

real_of_something_unity3D_dungeon_proto1
Small test “game”. Using cave created with PerlinDungeonMaker (not created runtime, it was saved as a mesh)
Mainly inspired from: rotmg

See the PerlinDungeonMaker page for more details.

TODO:
– How to setup monsters..? (Current favourite: Random spawners that activate when player is near)
– Proper fighting with mobs..(now its 1 hit = kill)
– Monster AI (and collision with walls)
– Experiance calculater & leveling (if there is levels)
– Multiplayer with photon?
– Somekind of weapons..magic..etc.
– More dungeons (could go downstairs from somewhere)
– ..

Notes:
– 2 Character controllers colliding wont register OnControllerColliderHit(), have to move the mobs (or player) some other way..
– How to play sound when collecting & destroying pickup object? This: http://docs.unity3d.com/Documentation/ScriptReference/AudioSource.PlayClipAtPoint.html *That example script didnt work, had to replace “audio. ” with “AudioSource.”

Webplayer:
http://unitycoder.com/upload/demos/RealmOfSomething/ (last update: 28.01.2012)


6 Comments + Add Comment

  • Hello there,
    nice demo =)
    Regarding your collision problem you could put colliders on the characters and then in the physics settings panel set those colliders you want to be ignored or not by others based on the layer of the objects.
    I wondered: Which shader did you use for the enemies and objects?
    Asking cause they look nicely pixelled (not ugly blurred) =)

    • Thanks! Trying with just rigidbodies now, those should work with this AI system too ( http://rivaltheory.com/rainindie )

      “Pixel-look” comes from small textures (16×16 png).
      Texture import mode is set to “Point” (instead of bilinear) and “TrueColor” (so it doesnt get blurred).

  • Not sure rigidbodies alone would help you there.
    Interesting regarding that ai system, hadn’t heard of that before. I’m using A* pathfinding with home cooked logic right now.
    Regarding the pixel look: yeah, i tried point filtering setting, too, sadly it didn’t look good in my case since i also rotate the characters around, looked a bit distorted. It looks ok when i show them in large but crummy when they are very small on screen. Which shader did you use in the material?

    • Its default unity shaders, VertexLit/Transparent.
      (ghost had modified self-illuminated with transparency)

      Maybe try disabling mip maps?

  • Thanks for your feedback =)
    I tried disabling mipmaps but that wasn’t ideal in all cases either. Now i have mipmaps enabled again but set mipMapBias for the texture to a different (negative) value, that seems to work out ok =)
    Was really just an issue when i was showing the texture super small in perspective view while it is on a rotated plane, but yeah, now i’m sorta ok with how it looks now after changing the mipMapBias =)
    Thanks again =)

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