Hoaxmetal said:Oh I'm sure he has very understandable problem to fix before posting themHaba said:So, where are the screenshots you promised?
Hobbit Lord of Mordor said:Can't wait for this game, it will be great.
GlobalExplorer said:This thread is like a zombie, it can't die.
denizsi said:I just spotted him again yesterday on Unity IRC channel. He was asking about how to get animations working.
Cleveland Mark Blakemore said:Have done three sample levels in Unity combining purchased assets with Sketchup-designed seige buildings. They were a great learning experience but the first level of NAZI ZOMBIES was far, far better than the graphics in my most recent level. I have been learning quite a bit about the mechanics of level design in a 3D tool, making use of layers and grids to lay it out.
I found some useful script tools for Sketchup and have begun on a third try, using all that I have learned from hours of editing experimental structures.
This one is looking pretty good. I am using Lightup For Sketchup Pro version to generate the static lightmaps and then rigging the dynamic lights myself once I bring it into Unity.
Result : Looking really good. Not quite as good as one of the NAZI ZOMBIES levels but comparable. Remember I may want to put this game on IPhone when it is ready so I have to keep my geometry and shaders modest to support the 3D Engine for IPhone at a good frame rate.
I bought some brand new zombies and I tore out those ones I got from 3DRT. These new ones are around 4000+ faces instead of 700 like the 3DRT models and the animations and texturing is far superior. These I would compare with NAZI ZOMBIES, except my zombies are looking pretty Lucio Fulci.
I've had up to 144 active at one time and my ATI RADEON crap fossil card is still getting 14 FPS looking at the full landscape with this zombie mob in the frame.
One hint I have taken from NAZI ZOMBIES is to simply make them tougher as the game progresses instead of just creating more of them. If I cap it at 100 active and make the zombies increasingly more resilient, the game should feel harder each day-night cycle.
asper said:Screenshots, Cleve. Screenshots.
Cleveland Mark Blakemore said:I have something really cool working where you can drop your perimeter scanner (a device that sits on a small tripod) and then physically turn it around to monitor the area you want to watch. When it goes off you get a sound and a HUD message to let you know the zombies are coming in through some obscure window in the basement, for example. I just mounted a transparent red fan polygon on the front of it like a laser scope to show you what area it is monitoring.
Trash said:Cleveland Mark Blakemore said:I have something really cool working where you can drop your perimeter scanner (a device that sits on a small tripod) and then physically turn it around to monitor the area you want to watch. When it goes off you get a sound and a HUD message to let you know the zombies are coming in through some obscure window in the basement, for example. I just mounted a transparent red fan polygon on the front of it like a laser scope to show you what area it is monitoring.
This sounds really fucking bad. What's next, lasers and gauss rifles with a handheld nuclear catapult thrown in for good measure? Keep It Simple Stupid.
4. Decoys (similar to the monkey in NAZI ZOMBIES) which attract zombie attention.
3. A portable radar that shows up on the HUD (has to be charged)