>>495666 >>495665 It could have a simple story like: >man mission is sent to mars >they crash >ship goes through the ground into a giant hollow cave below >only player is alive >end up having to explore a giant network of caves to find a way out (randomly generated perhaps?) >find monsters and shit (pure stealth or some sort of combat?) >eventually manages to escape using an alien ship >get to Earth >something was sleeping in there with you >fin Cliche as hell, but it could be fun to make.
>>495667 Cliche wouldn't be bad, but I'm not sure of the skill of who all will get involved (I'm not op) but depending on that would the alien/horror events be scripted or based on a creature a.I. honestly that plot doesn't sound too bad and could be built on
>>495755 > you guys haven't organized anything so I don't have any faith in your project. Coz we don't even have a crew yet. Not one person in this thread said they can code or script. We can't do shit with just modellers.
>>495757 Much more complicated. Animation system is a mess and prefabs are easier to transfer than blueprints. This should be a lightweight game.
>>495792 >Can you do animation walking with keyboard & animation transitions ? I've done it before, so I can try. Depending on how we're doing this I might have to code the whole char controller from scratch.
>>495794 I'll give you the FBXs with run cycles and interaction anims, you'll make it so when the character presses W, it will run and use the animation and like when you press E it will play the interaction animation.
>>495813 Unity guy here. First build, just putting everything in place: http://www.mediafire.com/download/ifk3srf2s05s4z9/spooky_mars_game.rar
I used Mars's gravity (provided by google), but the controls don't feel very good with it. So, will we stick with it or change it back to Earth's and give some in game explanation as to why? Also, everything you see here is a placeholder, as soon as people start making shit I can put them into the game.
>>495891 >increased mass to stimulate earths gravity that's not how gravity works.
the gravity explanation: >after an attempt to terraform mars, a project was started to make it safer for human bodies in terms of gravity. so we decided to place a gyroscope the size of manhattan in the planet's core made of out radio waves sent from orbiting satellites. this is what attracted them. before this technology, they had no interest in our "primitive" species. all attempts at communication were futile. they were not interested in talking. they only wanted us stopped, for they feared us. they were a sort of silicon based lifeform, merged with their own machines. carbon based, such as us, were a threat to them. we found a log on one of the dead which we were able to decipher. it seems language is universally rooted in the same basic structures, at least for these beings. we learned that they've encountered 757 carbon based lifeforms and have eradicated them all. they are a cold and violent bunch. we also learned that they call their kind "arto-yam-yam lo-mi-ah-ool", we just call them ayy lmao for short. we know only one thing for certain, it's not safe on mars anymore. our base is infiltrated and our life support systems are at 37%. both backup generators were taken out in the last skirmish, along with the others. i'm the last one and the ship back to earth is days away. i have no weapons, no defense, no way of knowing how many remain or even how many are inside. survival seems far, like trying to sail into the sun across the ocean. i must be quiet. i can't alert them...
>>495649 A Venus exploration game would be much more interesting; Mars is just another small rocky ball with a little bit of water as a bonus. Venus would give much more room for gameplay elements while retaining realism: It's got dangers that require skill and management to survive. Not to mention that we've only seen a few short-range photographs of Venus's surface, so the game designer actually has freedom to make up stuff.
>>496023 At least this is a team of people working together for their own pleasure to be unified and create a single work that they will all be proud of, people that shoot others balloons down are the real cancer of this generation.
>>496151 Speaking of cars, what do you guys think of this? I'm thinking about making a simple rig for the suspension to work properly in game (visually). Also, anyone up for texturing this bad boy? As I said before, I like modeling more, but it seems that I'm the only one who can code in the slightest in this thread, and there's some more things I want to add to the game before I have to implement mechanics and start adding assets and shit. It's already unwrapped.
>>496161 I am, but the parts are all joined into one object, I'm still figuring out how I'm gonna make the suspension move in game. But you can get it as it is right now here: http://www.mediafire.com/download/csuoyr2t184pgko/SpaceCar.obj
>>496166 I know how I'm gonna code it now, by default Unity's car script just moves the wheels up and down, so I can get the wheels' positions or maybe even check when it uses the suspension to make everything move.
>>496450 >>496431 >>496429 >>496426 >>496421 I was just wishing out loud. Having dealt with Unity multiplayer projects, I know what a painstalking and dreadful process it is which is buggy and doesn't really work. I think the alien planet survival is going on track with the way it is.
>>496326 Hey man, did you get the assets ? It's all prefab'd with interiors & exteriors and ready for ingame use.
>>496468 Basically here's the challenge : You need to survive on this alien planet, for this you need several things.
Water ; You need to go out and get water periodically because this is the primary thing your survival depends on. You extract dirty water back to the base and the machine will filter it for plants and your consumption. There can be a water supply indicator and when it gets low, you will need to search new locations for water. These locations are in dangerous places because they might be crawling with crabs, worms of some other alien shit
Secondly, you need to harvest minerals. This is like a secondary quest but when you harvest enough materials, the machine back at the base can craft them into stuff like vehicles, tools and very basic weapons. Some missions can be impossbile to achieve without these tools which will force the player into doing these tasks.
>>496492 > I can't be the only one sick of the dreary grind of survival games and appreciate well crafted experiences instead? Give an example instead of being a total cuck
> Besides, all those mechanics and balancing issues are over complicating a game that needs to be as simple as possible since it's a collab project between randomers. It would make sense if we didn't begin and start building game assets already with 2 Unity coders doing scripting and the rest doing modelling, texturing and stuff.
>>496500 I see that you're just here to shitpost. We're not making Crysis 5. These guys make it work somehow. It might fail, or it might succeed but it's a learning curve for everyone and everyone is getting more experienced in their field by challenging themselves to create something. And to my amazement it's going good. So I can't really see the motive for your bitching.
>>496501 >I see that you're just here to shitpost. We're not making Crysis 5. These guys make it work somehow.
I just informed you that scripting and mechanics implementation is the same thing, why are you so hostile? But fine, I'll keep my advice to myself and you guys can feature creep up the fucking Grand Canyon and never finish it. Just like last time and the time before that and the time before that and the time before that.
>>496502 I told you, those guys can do both scripting from scratch and mechanics implementation. It's a basic level scripting, but we don't need advanced stuff, because we are not making an advanced game. We also bought assets from assetstore and we're converting it into custom character assets as we speak.
Feature creeping won't do shit since everything is eventually up to the coders and modellers which I happen to be a part of. We are the natural filters and we will make sure the game doesn't go full retard. We can code, model, rig, animate, texture and make things work.
You should definitely stay out though. We don't need a shitposter with zero contribution.
>>496454 Venus is a constant temperature over time because its orbit is locked with its rotation, but the variations in the surface, and indeed the fact that half the planet never faces the sun, means the temperature over its surface is different.
I watched the Martian yesterday, and those amazing visuals made me want to delete my shitty terrain and make a slightly less shitty one. If someone can sculpt some mountains and rocks with a similar style as the one I made it would be great, it's hard to get some variety going with just one rock stretched and rotated in every possible way. I think it's around 1.5k polys if you're wondering. And I added a little music to liven things up a bit. >>496361 Your shelter looks great in game, man. Now we need to populate it with stuff. >>496517 id/neoraptor19
>>496755 What does it look like in Metro 2033 ? >>496762 This is funded by Elon Musk maybe ? I can even put a logo on the helmet glass >>496791 This is inspired by the recent mars mission that discovered water on mars.
>>496802 That may be doable but I was thinking to make it call of duty style. Coz whatevers on your screen will be out of focus, since you're looking at far away in a distance. So both the helmet, and the dust should be lens blurred.
>>496817 >a game with a shitty "goggle" overlay >implying that's the view you have while wearing goggles put on a pair of goggles and realize you have no difference in vision except more glare unless they're polarized.
that overlay is fucking stupid and every game that's ever used one is fucking trash.
>>496826 I have googles here and I can see the edges of the plastic in my peripheral vision. Also whatever dirt or crack you have on your googles will be out of focus and blurry. Calling something "shit" isn't an argument.
>>496828 I think we can do wiping automatically or by hand and it can leave those wiping streaks. We can also put some projection like oxygen and battery level indicator. Any idea on how those should look like ?
>>496476 The crab in your pic gave me an idea. Before I put any more work into this, what do you guys think? This is only the armor, I still need to make the body and I intend to make the legs proportionally as large as a scorpion's.
i can hellp in the Development of the game in terms of LORE i could do a modder suport like skyrim has so people can mod the game it would be awesome if you think about it we could have a large comunaty of people modding at the nexus or steam what do you think about it!
>>496969 I'd get rid of the eyes and mouth. It's like trying to look like earth animals a bit too much. Different sensory organs with different shapes might look cooler. I like the form of its shell though. It looks creepy and hostile.
>>496972 I'm here, I'm actually the one working in the monster to take a little break from programming. I already put this cliff >>496751 and the curtains to the game >>496727 But send me those textures and I'll put them in there.
>>496971 Yeah, I'll save that one and start a new one that looks more outlandish to see what looks better.
>>497258 Alright, If some of the people involved give me a few ideas- mood and tone they want, and maybe what sort of direction they want me to go with the instrumentation (electronic, or acoustic - even elements from orchestra?), and I'll start work on something.
>>497150 We are so used to seeing the same eye formations with the same facial sensory organs with the same proportions. If you wanna break that resemblence of earth animals, you should stretch the concept around and go with disproportional forms. Otherwise it might just look like the things we found under the oceans.
Trello is really good for keeping organized and knowing what needs to be done. You can create a task like "make a moonbuggy" and put in all the steps like modeling, texturing, animation for the wheels, and programming the controls. Then you can check off the steps as they are finished, and everyone can see what needs to be done and how they can help.
New build time! http://www.mediafire.com/download/7o8hd99f66z7605/spooky_mars_game_build4.rar
You can see pretty much everything that changed so I'm not gonna bother typing everything here. To use the sliders press esc to show the cursor. >>497406 I looked into it today and it seemed simple enough, but I couldn't get it working for the life of me. If you know something about it I'm all ears.
>>497491 Looks cool. Why are there only flimsy plastic doors on the building though? Depending on where this is on Mars, the temperature is going to be "really fucking cold" to just "fucking cold", the atmosphere is barely there and what is there is CO2. For those doors to be flapping that much there needs to be a huge fucking storm on as well.
Unless this is set during/after a terraforming process and everything has been changed.
Keeping an eye on seeing where you lot go with this, its neat.
>>498345 Oh and I forgot to say that those Zspheres will be some sort of small pincers and only one leg is detailed because I can duplicate it after baking, those decimated ones are just to see how it looks with all legs in place.
>>498370 >and why would an animal that size attack something as big as a human?
Do you even nature bruh? Being a predator isn't all about size. This predator looks to be more about agility, just like a lion or leopard, who will go after prey that is similar size to them, or even bigger (such as buffalo or hippos). You take down a big prey with only a bit more energy input, and are rewarded with a fuck load more food to last you days.
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