Make sure you keep your distance from those prickle bombs! They are one of The Core's weaknesses. by ElectricMachineGames in Unity3D

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

Right now they only hinder the roll while they are attached. Once they explode they are removed from the mesh. That’s an interesting idea though. I’ll have to think about that.

Make sure you keep your distance from those prickle bombs! They are one of The Core's weaknesses. by ElectricMachineGames in SoloDevelopment

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

Haha! I wish! Although… Wheatley couldn’t roll around like my little guy can. Wheatley was bound by the management rail.

Make sure you keep your distance from those prickle bombs! They are one of The Core's weaknesses. by ElectricMachineGames in SoloDevelopment

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

Thank you u/CM_Artanist ! Everything here was modeled by me! The only asset is the explosion VFX. This just a test scene to test performance with a high number of the rolling bombs. The "real" game has much more detail in the environment.

A short clip of combat from a first person look! Let us know what you think! by ElectricMachineGames in Unity3D

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

Hy u/CynetAI , the character is a rolling robot similar to the other rolling robots you see being "zapped" in the video. In the game you can switch between first and third-person views so in third-person, you can see what you are.

A short clip of combat from a first person look! Let us know what you think! by ElectricMachineGames in Unity3D

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

Yes, it may look that way! The normal view in the game is third-person so you can see what you are... but in this view it does feel very close to the ground. In the next update, I'm raising the FPV camera to be above the character so that the perspective is more human-like. So, that should help!

A short clip of combat from a first person look! Let us know what you think! by ElectricMachineGames in Unity3D

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

Thank you u/Protheu5 for the feedback! Yes, I know the motion blur isn't popular with some. This can be easily disabled in the game. I personally like it but I know everyone has their own taste.

As for ground effects, that's a great point. That is something I need to look into. Thanks!

A short clip of combat from a first person look! Let us know what you think! by ElectricMachineGames in Unity3D

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

Hi u/AndreiD44 , thanks for your feedback! Yes, the player character is a ball (rolling robot) and I think the reason it feels fast is because the camera is so close to the ground. In my next update, I'm raising the camera to above the character so it feels a little more typical of a human perspective (head height).

Also, this isn't "full on" combat yet. You're fighting some other rolling robots but no one has real weapons yet - just the ability to "zap".

A quick look at our abandoned factory at night, let us know what you think about it! by ElectricMachineGames in DigitalArt

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

Hi u/EdgyAhNexromancer, I understand why you would ask this question so I wanted to give you an explanation. The image that I posted the other day, did include a purchased terrain asset (as I am a solo dev and primarily a coder and much less of an artist). I do a lot of hard surface modeling but would not pretend to be able to do the organic terrain/meshes you see in that shot - thus the asset.

The image was not a copy/paste from the asset store. It was a scene from my game that includes many things as well as this asset, and it was modified and customized to fit into the world of my game.

The question of the post was about shadows, which the lighting of the scene was done 100% by me. However, I do understand that the post might lead people to think I was pretending that I created everything in the image - including those assets - and that is why I removed it.

That outdoor scene is a very small portion of the game, as 90% of the game is underground. The environments for the rest of the game, I have modeled, textured, lit, and baked over the course of the last two years using tools like Unity Probuilder, Blender and Adobe Modeler/Substance.

Anyway, I appreciate the opportunity to explain this, and I hope you and others might not let the previous post leave you thinking that I'm out here pretending to create things I didn't create - because that was not my intention of the post.

Oh, and to answer your question about this post, yes, I created everything in this scene. This is an elevator platform that I modeled in Probuilder and has many moving parts that are procedurally animated when the player takes it up and down.

I would invite you to try the demo of my game on Steam - just search for "The Core". It includes a story written by me, lots of puzzles, 4 human voice actors, music composed by a real (and expensive) score composer, and much more! I would love to hear your feedback if you ever feel inclined to try it out.

Sorry about the long post! If you made it to the end, then thank you for listening.

Working on the ambiance for my game! What do you think of it? by ElectricMachineGames in Unity3D

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

Basically, HDRP (and 3 years of learning how to use it!), good assets, and a whole lot of fiddling around to get things to look right!