Among other things, I’m performing some major refactoring in a Unity HTC Vive Horror Puzzle game called the Halloween VR Experience that some friends and I are designing for a convention. The source will be available with attribution upon completion, if successful we might do a kickstarter and make a full game but the convention source will be available with attribution regardless.
Right now I’m working on a system for saving / loading puzzles in the event of a crash (Murphy’s Law), but when doing so I found a lot of problems with the current game manager , so I’m tearing out large chunks of it and replacing things such as public variables with methods, events, and properties.
Started on a starter shield and sword to replace the old models I made with CSG for my old rig. Haven’t started on the sword yet, here’s the shield so far:
I think I’m starting to get the hang of modeling in Blender, it’s definitely a lot more flexible than modeling in studio. Now we just need specular & bump maps, that would be a godsend.
Edit: This is why we need normal/specular map support:
Really excited to add this into my game. Finally, an exciting progression system
Not that any of the coding is done, but at least the guis and perk ideas are. I’m not the greatest at art so I went with a pixeley theme to compensate for it. I’m proud of my pixel bunny.
I made a website on weebly (lol) called Lua Guides to teach people how to script (I get asked about it all the time)
Now because thats an offsite link, I’ve decided to make it into a ‘game’. Heres some very early screenshots.
Explaining how code works can be pretty difficult. The feedback from my site that I shared on twitter was very positive though, and most of the explanations that will be here were on that site.
Unlike most other games that proclaim to teach people how to script, there is no Paid Access here. The game will make money from voluntary donations that you are encouraged to make if you found the material helpful.
Thanks I’ve had the idea for a few years. I decided to make it more of a reference guide than a kind of script builder and that makes it quite a bit easier to make.
It starts blending between joints a little early lol. Some day I might try and use inverse kinematics to get it to lock in place perfectly before grabbing/letting go.
Have you considered exporting the file as an OBJ, texturing it, and re-importing to save part count, and allow for a more detailed texture?
I set up a few basic materials on my G12, and (at least i think) it turned out great. because it allows stuff like ambient occlusion, and gentle reflections to be rendered into the texture.
the graphics level on both these screenshots is set to level 1
you can see in this one the subtle red on the boiler.
and the pre-rendered lighting of the cab. i know i probably should have like… actually put some controls in here, but a 5k poly limit can only do so much when you need a lot of little tubes.