Anywhooo!
Multiplayer is always fun. So I've started implementing it. At the moment you can do pretty much what you can do in singleplayer...only with more players. Animations don't work yet but since Unity 4.3 will have 2D support (yay!) I'll wait for the next release before implementing it.
söndag 29 september 2013
torsdag 26 september 2013
Some art.
Started working on some new art for the player character. I'll admit I suck at drawing, so thank god for vector graphics.
I can highly recommend Chris Hildenbrands's fantastic tutorials over at http://2dgameartforprogrammers.blogspot.se
I can highly recommend Chris Hildenbrands's fantastic tutorials over at http://2dgameartforprogrammers.blogspot.se
onsdag 25 september 2013
Footsteps
I updated the enemy ai with hearing so that they detect the player if he is close enough, unless he is sneaking, and so I thought; Since the enemies are able to hear you, why shouldn't you be able to hear them?
The game is viewed from a top down perspective so I have to use both audio and visual effects to indicate that you are close to an enemy and from which direction the enemy's sounds are coming.
What I decided to do was to add a shoeprint effect whenever an enemy is close enough to be heard but isn't seen.
Peep diz!
The game is viewed from a top down perspective so I have to use both audio and visual effects to indicate that you are close to an enemy and from which direction the enemy's sounds are coming.
What I decided to do was to add a shoeprint effect whenever an enemy is close enough to be heard but isn't seen.
Peep diz!
lördag 21 september 2013
Hello again!
Ugh, being sick blows! Still, I updated the line of sight to semi transparent occlusion instead of it being black.
Peep this!
Basically what I do is fetch all the wall sides that are facing the player (which is a simple since it's a grid based world). Then, for each edge I create vertices that extrude from the edge away from the player.
These vertices are then combined into one mesh. This mesh is rendered with a shader that only writes to the stencil buffer. I create another mesh that spans the viewport extents with a shader that only renders where the stencil check passes.
Now you might wonder why I don't just render the shadow mesh at once since I already have that geometry. The problem is that since the mesh consists of triangles that might overlap the alpha blending would render certain parts darker than others.
Now I only need to hide the enemies that are out of sight somehow :)
Peep this!
Basically what I do is fetch all the wall sides that are facing the player (which is a simple since it's a grid based world). Then, for each edge I create vertices that extrude from the edge away from the player.
These vertices are then combined into one mesh. This mesh is rendered with a shader that only writes to the stencil buffer. I create another mesh that spans the viewport extents with a shader that only renders where the stencil check passes.
Now you might wonder why I don't just render the shadow mesh at once since I already have that geometry. The problem is that since the mesh consists of triangles that might overlap the alpha blending would render certain parts darker than others.
Now I only need to hide the enemies that are out of sight somehow :)
fredag 13 september 2013
Updated line of sight.
I couldn't wait so I decided to write the vector line of sight stuffs right away.
Here's the result. It still needs some optimizations though.
Here's the result. It still needs some optimizations though.
torsdag 12 september 2013
Line of sight
Hacked in some basic line of sight to try out a stealth mechanic for the game. It's full of glitches but serves it's purpose.
As you can see from the image it's tile based, I'll change this to be vector based in the future (found a nice article about how it was done in Monaco it here)
As you can see from the image it's tile based, I'll change this to be vector based in the future (found a nice article about how it was done in Monaco it here)
tisdag 10 september 2013
söndag 8 september 2013
fredag 6 september 2013
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