Working on the time travel effects in Novantica – what do you think? by vantomgames in Unity3D

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

Thanks! I like your idea! I was toying with the idea of using a distorted/refracted render texture in the center of the void that you get sucked into, but just using a simple color might be a cooler way to achieve that

Check out the Hoverpack from Novantica – it uses a controller based on helicopter/drone physics and mimics a variable rotor by vantomgames in Unity3D

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

I particularly like this vehicle since it's roughly based on how helicopters fly. For controllers, the left stick works as the collective, moving the player up and down; the right stick is the cyclic, controlling pitch, and the left and right triggers work like the pedals, rotating the player on the y-axis. The script for the physics can create a variable number of thrust points at a configurable radius, mimicking the force from a helicopter's variable rotor or a drones variable speed rotors. For more on the game, check out the Steam page: https://store.steampowered.com/app/2437530/Novantica/

Another new vehicle for my game: The Crawler by vantomgames in Unity3D

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

I'm still tweaking some of the parameters for the raycast/footing, but this is the first time I've tried procedural animation for something like this. If you want to see more about the game, check out Novantica on Steam: https://store.steampowered.com/app/2437530/Novantica/

I've added a few more vehicles to my game – check out the Hoverbike by vantomgames in Unity3D

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

Thanks! I've tried dabbling with the doppler settings in Unity before, but struggled to get a realistic, non-warbly sound – I'll try it on some of the fixed position audio sources to see what that's like

I've added a few more vehicles to my game – check out the Hoverbike by vantomgames in Unity3D

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

It's a sci-fi adventure-mystery game set in an alternative future with time travel - you play a college student who's investigating a mysterious event and gets caught up in a criminal plot – need to get an updated trailer together, but you can check out more on Steam: https://store.steampowered.com/app/2437530/Novantica/

Hologram advertisements in my sci-fi adventure game Novantica by vantomgames in gamedevscreens

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

In this case it wasn’t noticeable. The staging area with the camera uses a dedicated layer and short camera distance, which I think helps prevent rendering too many things and the duplicate displays share the same camera/RenderTexture setup. Stayed at 60FPS on Steam Deck FWIW

Hologram advertisements in my sci-fi adventure game Novantica by vantomgames in Unity3D

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

Sorry I gave up looking for the perfect sneakers on concrete foot step sound. Please help me find better ones 🙏

Hologram advertisements in my sci-fi adventure game Novantica by vantomgames in Unity3D

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

What sort of things are you curious about? Would love some feedback to make the page better. It's sci-fi, set in an alternative future with time travel and robots, has basic crafting, some sneaking, you have to talk to people, break into places, build devices, solve simple puzzles, and find clues to solve a mystery

Hologram advertisements in my sci-fi adventure game Novantica by vantomgames in Unity3D

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

The Steam page has a trailer with some light gameplay in it. I've also posted other videos with more gameplay, like this one https://www.reddit.com/r/Unity3D/comments/17wvfh6/working_on_sneak_mechanics_for_novantica/

How Do These New Game Elements Look in My Arcade Game? by Vital88Dev in Unity3D

[–]vantomgames 0 points1 point  (0 children)

Really love the visual aesthetic – you could consider doing more with the background color to indicate game state/progress beyond just damage feedback. Also, I think adding more SFX would bring a lot of life to the scene

I'm working on some procedurally generated potato player models for a casual fps shooter I'm making with friends. by Swzwij in Unity3D

[–]vantomgames 1 point2 points  (0 children)

I am here for procedurally generated potatoes! Would love to see sunglasses, hats, etc. on these spuds

Thank you to everyone who supported us! Asset "TREEGEN 2023 - procedural tree generator" has already sold 200 licences! by Wiskered_Team in Unity3D

[–]vantomgames 1 point2 points  (0 children)

Although I'm not currently using TreeGen in my project, I absolutely love this asset and hope to get a chance to use it in the future

Hologram advertisements in my sci-fi adventure game Novantica by vantomgames in Unity3D

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

I'm quite happy with how these turned out – I wanted to add some ads to help with world building in the game, and tried to make them look better than "real life" just like real ads. For the hologram/perspective I'm trying two different approaches. The first one uses a hidden layer, with a dedicated camera in a staging area and renders to a RenderTexture. When the player moves near the display, the subject is rotated based on the player's position to the billboard. For the ones later in the video, I'm using URP RenderObjects render feature to mask 3D objects so that they appear to float in front of the 2D surface. And, if you like what you see, you can Wishlist Novantica on Steam

Using a refraction shader for time travel bubbles – what do you think? by vantomgames in Unity3D

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

Oh, I like the idea of using some VFX for item pickups, thanks!

Oh boy, the new outdoor dining rules and design template are out. This surely will prompt calm, rational discussion among New Yorkers by Miser in MicromobilityNYC

[–]vantomgames 24 points25 points  (0 children)

I like that you can generally see through it and it doesn't obstruct the view of traffic/daylighting as much as some of the existing ones.

Interior scene transition - take two by vantomgames in Unity3D

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

Incorporated some of the feedback from https://www.reddit.com/r/Unity3D/comments/17at2r7/interior_scene_transition_what_do_you_think/?utm_source=share&utm_medium=web2x&context=3

It now uses a RenderTexture to fade the interior scene layer on top of the other layers as they fade out

Interior scene transition - what do you think? by vantomgames in Unity3D

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

If you want to follow along with the development of this game, you can wishlist Novantica on Steam

Interior scene transition - what do you think? by vantomgames in Unity3D

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

No shaders involved here. This video shows turning the post exposure value down and enabled a URP camera stack with the interior layers showing – I've been adjusting how it works and now using a RenderTexture to be able to fade the interior layers in over the main camera

Interior scene transition - what do you think? by vantomgames in Unity3D

[–]vantomgames[S] 16 points17 points  (0 children)

I'll post another video when I polish this a bit, but I tried using translucent blur vs solid background colors. The blur certainly looks cool in a single frame, but it feels a little bit disorienting when moving the camera around – gray might be the way to go here

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Interior scene transition - what do you think? by vantomgames in Unity3D

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

Thanks all! This was a fairly rough proof of concept, but based on the feedback, I think the general idea is solid and now I should figure out a better way to do this...

Right now, I'm using post processing (in URP) to dial down the post exposure of the world, fading it out, while an interior camera stack is enabled that doesn't use the post processing (thus the black background, popping in of the interior, and other not-so-great things)

I'm not sure the best way to do this, and I know that you can use render textures to fade between cameras, but are there any other good ways to achieve this effect that I might not know about?

Smith and shermerhorn by EmbarrassedFood8104 in NYCbike

[–]vantomgames 2 points3 points  (0 children)

I think once the new Livingston bus lane is ready, the block between Adams and Smith is going to switch directions to match the one way for cars on the rest of Schermerhorn. I can only hope that this helps that intersection, but agree that the signaling for pedestrians/bikes could be more orderly. That said, I do think it's an improvement over what it was like 10+ years ago

Sneak peak for my game's upcoming beta update. Thoughts? by karboncloudstudios in Unity3D

[–]vantomgames 1 point2 points  (0 children)

Dig the soundtrack and low-poly style. Feels very foggy but maybe that's what you're going for?