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DemiseScythe
08-08-2014, 11:54 PM
I am going to be developing my own game using Unity3D as a game engine and blender for modeling. There is still lots of work to do and will probably take months to get a version running but I don't mind as I do this as a hobby.

The game is a mech combat rpg styled game inspired on the gundam series. As such I will be modeling and animating many of the best suits and users will be able to customize the internal componets of each body part affecting how the model performs meaning that there can be a huge stat difference between two people using the same suit, ex. an empty suit and a suit full of all LV6 parts. I am aiming for realism in this game meaning that I disagree with the FPS(Poor performance/too slow/boring) and hack&slash(All you do is spam a button) approaches made for Gundam typed games to date. Controls will probably be mouse aiming weapons yet keeping the view in 3rd person(because it is cool seeing the animated model/though I originally planned to have a cockpit view) and having fully functioning melee combat. ASWD movement plus keys for jump, boost, flight and special modes such as shield, force fields and special suit attacks. Probably have it switch by distance long to short distance combat automatically or leave it to user control. There will probably be 5+ weapons per suit changeable per keys. Anything from Vulcans, rifles, cannons, missiles, sword, funnels..etc. In theory, since there will be cooldowns, you can do more dps by switching between different attack styles. There is a lot to get down on paper still but I started the modeling process. I will make a gundam class and a normal type for NPCs to develop the game with and after it is finish, I will add the rest of the models. The game will pretty much be PvP though I will allow VR simulation against NPCs as part as a training/test drive system. Pieces can greatly affect the performance of the suits, like better CPU units can lead to a smaller aim target since projectiles are launched randomly inside the area of the sight thus smaller sight will be more precise. Any power the actual suits has in the Gundam series, I will code in and allow its use. Some suits have cloaking abilities so it will be fun to fight players using one of 55+ suits which unless you know it, you will not know what its special abilities are (and even if you do, they all look somewhat similar =p especially if I allow hotzoned user defined coloring for the models, like 2-5 different colors for certain parts meaning that you will not the get suit in its original colors). There are even suits that reflect all beam attacks making beam weapons useless against them.

Currently working on modeling the 7th Gundam http://gundam.wikia.com/wiki/RX-78-7_7th_Gundam and the good part about it is that I only need to make the right side and I can just mirror the parts with blender.

http://puu.sh/aKsJ7.jpg

http://puu.sh/aKtrZ.jpg

It does lack detail and isn't exactly the same but it will be so small you can't really tell the difference and I am just starting to get used to the software. I can always come back and update the models without breaking disrupting the animation/coding. My modeling will get better as I go along hence why I am starting with one of the most simple models, by the time I get to the complex ones, I should be pretty proficient at it.

These are the models I will be including in the game:

Gundam Class:

1. RX-78-7 7th Gundam
2. RX-78GP03S Gundam Dendrobium Stamen
3. RX-93 Nu Gundam
4. RX-0 Unicorn Gundam
5. F91 Gundam F91 Imagine
6. LM314V24 Victory 2 Assault Gundam
7. GF13-001NHII Master Gundam
8. GF13-017NJII Burning Gundam
9. GF13-050NSWII Super Nobel Gundam
10. XXXG-00W0 Wing Gundam Zero
11. XXXG-01D2 Gundam Deathscythe Hell
12. XXXG-01WFR Gundam Fenice Rinascita
13. OZ-13MS Gundam Epyon
14. GX-9999 Gundam X Maoh
15. GX-9901-DX Gundam Double X
16. NRX-0013-CB Gundam Virsago Chest Break
17. LN-GAT-X207 Nebula Blitz Gundam
18. MBF-P02 Sengoku Astray Gundam
19. ORB-01 Akatsuki Gundam
20. ZGMF-X20EXA Extreme Gundam EXA
21. GSX-401FW Stargazer Gundam
22. PPGN-001 Gundam Exia Dark Matter
23. GN-007 Arios Gundam
24. GN-008 Seravee Gundam
25. GN-0000+GNR-010 00 Raiser Gundam
26. CB-0000G/C Reborns Gundam
27. GNT-0000 00 Quanta Gundam
28. GNY-0042-874 Gundam Artemie
29. XVM-FZC Gundam Legilis
30. GGF-001 Phoenix Gundam
31. AGE-2DH Gundam AGE-2 Dark Hound
32. AGE-FX Gundam AGE-FX
33. AGE-1G Gundam AGE-1 Glansa
34. GAT-X105B/ST Star Build Strike Gundam

Pseudo Gundams:

1. MSR-00100 Hyaku Shiki Kai
2. MSS-008 Le Cygne
3. AC-01 Miss Sazabi
4. MSN-06S Sinanju
5. OZ-00MS2B Tallgeese III
6. GNX-Y901TW Susanowo
7. XVB-FNC Fawn Farsia

Elite Suits:

1. NZ-666 Kshatriya
2. XVM-ZGC Zeydra
3. PPMS-18E Kämpfer Amazing
4. RGM-96X Jesta
5. OZ-12SMS Taurus
6. MVF-M11C Murasame

Regular Suits:

1. RMS-106 Hizack
2. OZ-06MS Leo
3. RGE-G1500 Adele Mk-II (Space Type)

You can use that gundam wikia to look them up or google although the redundancy in google is great since a lot of the models have multiple variations. Of course as with any RPG, the suit and pilot will gain experience that unlocks certain abilities for both the suit and pilot as well as mobile suit/parts tiers. To start you will get one of the three regular suits and you can win money from your opponents by defeating them in battle or by doing minigame/puzzles allowing you do get better parts even if you suck at combat.

Still, this is just an idea as of now but I will definitely keep at it and finish it. I am just sharing to get some feedback and motivate others who which to make their own game.

Useful links:

http://www.burgzergarcade.com/hack-slash-rpg-unity3d-game-engine-tutorial - This will show you some of what the game engine can do and that it isn't that complex to code the game.

The Mayor
08-09-2014, 12:10 AM
Looks nice! I remember Brandon posting something similar a while back. It's very ambitious ;)

DemiseScythe
08-09-2014, 12:46 AM
I will post more information once I write it all down. I should finish with this model tomorrow. I only got to work on it for a couple hours today.

http://puu.sh/aKAtV.jpg

http://puu.sh/aKAza.png

Flight
08-09-2014, 01:38 AM
It sounds like quite the project, I wish you luck on it! Be sure to keep the thread updated. Unity is a lot of fun to work with, is this your first project using Unity, DemiseScythe?

KeepBotting
08-09-2014, 01:42 AM
Heyyyy I fooled around in Unity some time ago, I'm no great shakes at modeling however.

That tutorial you linked in the OP is actually the one I followed :) best of luck with your project

DemiseScythe
08-09-2014, 01:58 AM
It sounds like quite the project, I wish you luck on it! Be sure to keep the thread updated. Unity is a lot of fun to work with, is this your first project using Unity, DemiseScythe?

First project and probably the only one. I will keep it updated and improve on it for a long time but will not start new projects. I don't really like anything else. Bought a G13 and a Venus mice to play my game. I plan on using most of the 25 keys on the G13 and 19 buttons on the Venus to make it as realistic as possible. Operating a giant robot shouldn't be easy.

Mr. Roboto
08-09-2014, 12:28 PM
Your model looks cool. I see you are adding a lot of details to the model and probably making it too high poly. If you are not familiar with Normal Mapping take a look at this: http://en.wikipedia.org/wiki/Normal_mapping#mediaviewer/File:Normal_map_example.png

The basic idea is to fake details with a normal map and textures instead of polygons.


I mostly work with Unity and C#, if you are having any problems with the code you are welcomed to ask.

Flight
08-09-2014, 01:47 PM
Your model looks cool. I see you are adding a lot of details to the model and probably making it too high poly. If you are not familiar with Normal Mapping take a look at this: http://en.wikipedia.org/wiki/Normal_mapping#mediaviewer/File:Normal_map_example.png

The basic idea is to fake details with a normal map and textures instead of polygons.


I mostly work with Unity and C#, if you are having any problems with the code you are welcomed to ask.

I've heard about that method with Unity-developed Android games, which is really required because a model with a super high polygon count is brutal on mobile devices.

DemiseScythe
08-09-2014, 02:27 PM
I am keeping this game on PC only and I know the polygon count can affect performance but I can always use a decimate modifier and limited dissolve to turn down the detail. There won't be more than 10 suits in a single map so it isn't going to be a huge problem. Probably highest will be 10 player Royal, 5v5 team deathmatch/king of hill/capture the flag. This would be adding too much detail http://fc07.deviantart.net/fs10/i/2006/141/2/7/Dendrobium_Stamen__GP03S__by_sandrum.jpg and I would love to use models like that but I am not that good and that is a ridiculous amount of polygons. It would be a bad game if all the models looked like this: http://puu.sh/aLeVw.png

http://puu.sh/aLjUk.jpg

http://puu.sh/aLmDZ.png

Mr. Roboto
08-09-2014, 11:11 PM
@Flight there is little difference between mobile and PC, just a wee better hardware, but at its core they are pretty much the same.

So it will be multiplayer? I know Unity will start to betray you once you go over the 10k vertice count per model.

Anyway, best of luck!

DemiseScythe
08-10-2014, 03:33 PM
So regarding the high polygon count, I've managed to remove most of the internal symmetry without affecting the outside geometry.

http://puu.sh/aMzEb.png

Actual count would be twice as much although I can combine a lot of faces after the mirror modifier.

http://puu.sh/aMzZo.png

The original piece had more geometry and didn't look as neat.

http://puu.sh/aMA6q.png

Overall, you can't tell them apart.

http://puu.sh/aMAcU.jpg

If anything, the newer left model looks way better.

Mr. Roboto
08-11-2014, 10:10 AM
Yup, it does look better.

My last suggestion, before I annoy you: see if you can simplify the cylinder that acts as a joint on the foot.

DemiseScythe
08-12-2014, 01:15 AM
Yup, it does look better.

My last suggestion, before I annoy you: see if you can simplify the cylinder that acts as a joint on the foot.

It is fine, I don't really mind.

This is the stats for just the pair of cylinders.

http://puu.sh/aOGAi.jpg

This is the stats after simplying their shape with a different method of what I used before on the feet.

http://puu.sh/aOGIf.jpg

This is after applying the modifier twice.

http://puu.sh/aOGOQ.jpg

The render quality doesn't really decrease by much. But this method is only effective once, there isn't much improvement on the 2X treatment.

Mr. Roboto
08-12-2014, 04:36 AM
How do you feel about making it just a cylinder with a flat face? That way you can fake the outer part with a texture and shading. If it is too much, just keep going, sometimes it is better to progress than to get stuck on something so small.

DemiseScythe
08-16-2014, 12:13 AM
Beautiful stat distribution for the pilot levels:

http://puu.sh/aUbug.png

Na = N(a-1)*Base(Mod+LVL/100+Random)

Level Range from 1 to 50 and the above graph/data doesn't include the Random value since I didn't wanted to bother with it on excel but it will probably be something like RandomRange(0.001, 0.005) which seems small but will add variability to the player stats. Absolute 0.001 will raise Class 4 LV50 stat to 7476 but absolute 0.005 will yield Class 4 LV50 stat of 7554 so push your luck and hope for something high. Will probably have to do something like RandomRange(1, 5)/1000 since I doubt that works for decimals but same effect. There are also temporary match modifiers that utilizes the class values for pilot/character classes that can result in a stat modifier between 25% and 200% yielding the maximum potential stat value for a C4 LV50 stat to be 15108.

Won't spoil all the classes but consider the following matchup:

Executioner:
Melee C2
Shot C3
Def C1
Speed C2

vs.

Sympathizer:
Melee C2
Shot C2
Def C2
Speed C2

and the InBattle Class Stat Modifiers

+4 = 200%
+3 = 175%
+2 = 150%
+1 = 125%
0 = 100%
-1 = 75%
-2 = 50%
-3 = 25%

The Executioner Pilot would get its Melee Stat left the same (Melee2 - Def2) while having its Shot stat increased by 25% (Shot3 - Def2) while the Sympathizer pilot would have both its Melee and Shot stat raised by 25% (Melee2-Def1) and (Shot2-Def1) thus increasing the complexity of the strategic component of the game. The speed classes are compared to each other and if there is a 2 stage difference belonging to 150%, the winning pilot will receive a +25% boost on inbattle speed stat while the losing pilot will receive a -25% to dampen the effect on gameplay.

Your unchangeable pilot class chosen at the start might make you or brake you depending on who you face and with all class systems, each class has its counter. I got 8 Classes planned although one of them might be too uber. They all have their Melee+Shot+Def+Speed attributes add up to 8 so they are balanced at that. Class determines Pilot stats which enhanced Mobile suit stats leading to more possibilities. A mobile suit with poor offensive attributes but high mobility will get complemented by a pilot with extremely high offensive abilities while a high defense mobile suit with a high defense pilot will boast great defensive stats while having the enemy attack stats cutted down anywhere from 25% to 75% becoming in essence a great tank unit. While the pilot class is permanent, you can add a pilot to your squad as your level reaches certain levels and you get promoted up to 4 pilots working under you at level 50. You can raise any of them individually and change between them at will for most gameplay modes. You will still be required to use for main pilot for tournament/official type competitions but a tanker setup might be fun on the other available game modes such as the classic capture the flag or king of the hill. With 8 Pilot classes, the total number of possible pilot to pilot combination for 2v2 match is 56. Add round 50 diff available customizable mobile suits and we got around 2800 different possible combinations where it all comes down to game stats, abilities, playing ability and developing the best strategy/pilot/suit combination you can possibly come up with once you understand the game system. Stats will directly affect gameplay in one way or another and will not simply be used for the classic damage calculation. The many available systems and accessories will also enhance the possibilities.

Special Systems might be installed costing normal price for the mobile suit compatible, 2X for mobile suits from the same series and 4X for the rest of the mobile suits. The Battle Mode from the Future Century http://gundam.wikia.com/wiki/Future_Century_technology would translate to temporary modifiers that increases the attack and speed of the suit while decreasing handling, sensors and defense stat for the remainder of the match. I just need to finish coding everything in and then get working on the rest but I will sure love playing this thing.

Mr. Roboto
08-16-2014, 02:17 AM
Looks cool.

o0Matthius0o
08-16-2014, 06:18 AM
Unity uses C++ right? Out of curiosity, what maths did you learn for programming in 3d? I am currently messing around with some 2d stuff.

DemiseScythe
08-16-2014, 04:50 PM
Unity uses C++ right? Out of curiosity, what maths did you learn for programming in 3d? I am currently messing around with some 2d stuff.

There are many languages though the main ones are Java or C#. I prefer C# and there isn't much that needs to be learned. Most of the 3D programming has to do with transforms and Vector3s so if you read a few tutorials with those, you should understand how to work with them.

DemiseScythe
08-20-2014, 06:17 PM
Pilot and Suit inner workings are pretty much complete. I can add a new suit simply by adding a new ID for it and ranking its stats in the 6 categories from 1 to 5 stars decimals allowed. Then the code will take care of the rest.

http://puu.sh/aYrrJ.png

http://puu.sh/b0Fwp.png

There are way more variables but the inspector only shows the public ones. I've left some extra stuff public to check on it and make sure everything is getting computed correctly.

Pilot and Suit XP Growth charts:

http://puu.sh/b0FFz.png

As you can see from the second picture, not all the variables are used because some of them get setup when the character is created and I haven't gotten around to making those GUI. Taking a quick break to work on collecting good BGM for the game and I hit the jackpot with this one artist.

DemiseScythe
08-22-2014, 01:19 AM
So decided to go back to modeling since I need only 6 suits to make the game work:

1. RX-78-7 7th Gundam (Tier 4)
5. OZ-00MS2B Tallgeese III (Tier 3)
5. OZ-12SMS Taurus (Tier 2)
1. RMS-106 Hizack (Tier 1)
2. OZ-06MS Leo (Tier 1)
3. RGE-G1500 Adele Mk-II (Space Type)(Tier 1)

After optimizing my workspace and setting up all my macros, I managed to do 50% of a model in a day(4-5 hours). At my current pace, I can probably do the mesh in 1-2 days, 1 day for texturing and 1 day for animation to yield the completed model.

I worked on the Leo: http://gundam.wikia.com/wiki/OZ-06MS_Leo and I am happy with the results. It isn't perfect in detail quality but the texturing will help with the rest and my goal was to keep the polygon count low. half the body and I only used 525 faces.

http://puu.sh/b2z63.jpg

http://puu.sh/b2z8g.jpg

http://puu.sh/b2zaA.jpg

http://puu.sh/b2zbH.jpg

I can add the other 44 suits after the game is up and running.

DemiseScythe
08-23-2014, 10:43 PM
A little more progress on the model and almost finished with the account creator which will be recycle into the suit/pilot selection screen. I am still missing the GUI Style format which makes everything pretty, and to scale everything up to 1080p resolution. It is bothersome to only support one resolution but if I set it all up for the smaller 720p, then everything will look cornered on 1080p and I can't have that.

http://puu.sh/b4y1q.png

http://puu.sh/b53YG.jpg

http://puu.sh/b53Q3.jpg

http://puu.sh/b53Ov.png

http://puu.sh/b53Nn.jpg

As for the polygon counts, it is pretty decent considering I've been generous with them in regards to circular things and details.

http://puu.sh/b54EI.png

In other news, there will be 6 models in the beta and 20 models in the full game with 30 additional models available on DLC.