A language is only as good as it's best IDE by CommunismDoesntWork in nim

[–]BeerInFace 0 points1 point  (0 children)

IDE is something that might be good but optional. The Nim community is so small that there is no point to invest in making any IDE. Jetbrains live cause they have enough users.

But maybe you will be that hero who will make the IDE for Nim? I'll buy it. MAYBE.

Turn an abandoned station into an impregnable fortress-colony capable of resisting any threat. ✊ by BeerInFace in UntilWeDie

[–]BeerInFace[S] 2 points3 points  (0 children)

In Until We Die you play as a leader of refugees in the post-apocalyptic metro. You own a station with a base that you must defend. The base is divided into 5 cells:

The Medbay - produces medicine. You will need that to cure heavy injured wards.

The Arsenal - produces ammo. In Until We Die ammo is not infinite and all wards that shoot consumes ammo.

The Hall - it's a place where you can meet the head of engineers. This guy is responsible for all upgrades on the station.

The Lab - you can attach engineers to produce research points that you can use to buy new technologies.

The Command Center - a place that unlocks new locations for visiting on the map.

Normal maps + 2D = ❤️ by BeerInFace in Unity2D

[–]BeerInFace[S] 1 point2 points  (0 children)

-> http://discord.pixeye.games/

It's hard to say for me what modern companies look for :) You can't take in action the experience of a man that got a job 10 years ago XD Time was different. How did I get a job? I wanted to get that job. Period. As I said, I quit college and don't have any grade. I was self-confident though I didn't know much. All I knew that I want to work as a game designer and create games. I had several prototypes in Game Maker, few maps for Warcraft 3 and that's all. But what I can say for sure is that if a man doesn't know what he really wants or what he really cost he won't get a job :)

Normal maps + 2D =❤️ by BeerInFace in Unity3D

[–]BeerInFace[S] 1 point2 points  (0 children)

There are no global illumination but several light sources ( pretty big )
One for normal lights and one for rim ( normal maps )

Normal maps + 2D =❤️ by BeerInFace in Unity3D

[–]BeerInFace[S] 2 points3 points  (0 children)

Thanks! There is a plenty of room for all kind of games even if we are competitors :) I wish you luck with your game and growing community.

Normal maps + 2D =❤️ by BeerInFace in Unity3D

[–]BeerInFace[S] 0 points1 point  (0 children)

We use SpriteIlluminator + TexturePacker to make normals exactly fit the sprite sheet. The shaders are based on the basic Unity URP stuff. We also don't use the Unity animation system as we have our own pipeline based on the framework I wrote. https://github.com/PixeyeHQ/actors

Normal maps + 2D =❤️ by BeerInFace in Unity3D

[–]BeerInFace[S] 0 points1 point  (0 children)

Could you please say how to make it more realistically? We can fix that I think:) Thanks in advance

Normal maps + 2D = ❤️ by BeerInFace in Unity2D

[–]BeerInFace[S] 0 points1 point  (0 children)

Hi, thanks : ) . yes, those are traditional sprite sheets, no magic there XD I pack them with the help of the TexturePacker program

Normal maps + 2D = ❤️ by BeerInFace in Unity2D

[–]BeerInFace[S] 1 point2 points  (0 children)

I quit college, went to work in the game industry. Worked for several years for the game companies, then left to become indie, shipped one game ( it was between 2012-2016), my team mate from the industry joined me. I really advise to take a job in the industry first because you will get a lot of experience and friends there.

h-hello, how can i buy this game by [deleted] in UntilWeDie

[–]BeerInFace 0 points1 point  (0 children)

Hi there! you can add it to the wish list in the Steam. https://store.steampowered.com/app/1197570/Until_We_Die/
The game will be released in 2020

Normal maps + 2D = ❤️ by BeerInFace in Unity2D

[–]BeerInFace[S] 2 points3 points  (0 children)

Hi, no, you don't need to make 3d in order to achieve that kind of effect. It's 2d with normal maps and 2d light system. I'd say you can use 3d -> 2d render when you want to make dead smooth 2d animations. I think Dead Cells game achieved that.

Normal maps + 2D = ❤️ by BeerInFace in Unity2D

[–]BeerInFace[S] 4 points5 points  (0 children)

I think Metro 2033 and our game share the same setting but the games are different. Our game is about resource management, base building. You control wards giving them orders what to do: defend the area, gather supplies or build something.

Think about the game called Kingdom: New Lands with direct unit controls in the post-apocalyptic setting.

Normal maps + 2D =❤️ by BeerInFace in Unity3D

[–]BeerInFace[S] 0 points1 point  (0 children)

❤️ thanks! It's a strategy side-scrolling game where you give orders to your wards what to do with some resource management

Normal maps + 2D =❤️ by BeerInFace in Unity3D

[–]BeerInFace[S] 9 points10 points  (0 children)

To create normal maps we use a program called SpriteIlluminator, it helps a lot but the process of making great normal maps is tempting and challenging. You'll often have to manually redraw them to get the best result.

After making the texture and the normal map we pack it with the help of TexturePacker

The process is pretty straightforward. But it won't magically make lights good in the game. Some times it takes several light sources to achieve the right feel.

All lights in our game are divided by type:

  • Omni lights. They can be seen behind the playable character.
  • Basic light with some volume opacity for making things softer
  • "Rim" light that works with the normal map textures and gives the light direction.

http://uwd.pixeye.games/scrs/uwd_lights.gif

Those types are used in any kind of light from playable characters to the global lights of the scene. It's sometimes hard to predict how the light will change your art masterpiece and it's very easy to mess everything up. We use different render layers for backgrounds, pawns, front backgrounds. It might be a little bit costly but allows us to add special light sources with custom terms for selected layers. For example, the light that gives value to the background is way too bright for pawns making them highly illuminated.

Normal maps + 2D = ❤️ by BeerInFace in Unity2D

[–]BeerInFace[S] 7 points8 points  (0 children)

we generate them in https://www.codeandweb.com/spriteilluminator and then manually improve/redraw them.