After a too long absence, I started working on my game again. I created some new enemy models (the spider is not yet rigged). The two on the right are Spawners for the Spider and the Disc from an earlier post respectively.

Also I created some buildings, for decoration and mainly to allow me to create different levels. They block all kinds of projectiles, the fence is destructible.

Lastly I also delved into scripting again. The buildings have their own behavior to control the blocking of projectiles and actors, as well as their destruction. Additionally I added a simple calculation to the enemies’ and other placeable objects’ scripts to make them find the closest tile to their world-position on start, so I can now place them directly in the Unity viewport instead of having to manually determine the tile number I want them to start on. Makes level-design easier. Having to dial in every tile by hand would have put me off level-designing entirely, to be honest.

This is the image I submitted to the contest. Nothing much changed since the last one.

I still have a hammer and an axe that I want to build, but I don’t think I get them done by tomorrow.

There is a contest running at Polycount, sponsored by Vigil Games, to create a weapon for Darksiders 2. The contestants have to create a heavy weapon, either an axe, a mace or a hammmer (or one of each) and the winning weapon in each category will be put into the game. Obviously I couldn’t resist.

So here is the current state of my mace:

Still needs some color, probably on the three bare areas on the shaft, but I have no idea (yet).

I first wanted to create an angelic axe, but my creation didn’t really fit the style of the game, so I aborted it.

I am slowly recovering from the Deus Ex/Dark Souls/Skyrim-induced torpor I suffered lately, so maybe there will be some updates regarding Void() in the near future. In the meantime I have two new items for Tehadon here, to show that I was not completely lazy…

First a prison bed. Roughly 1000 tris, 1k textures (Diffuse with Opacity, Specular with Glossiness and Normals). The chains are modeled after the example I saw while playing Dark Souls (see, I didn’t indulge myself in games, I was researching)

(rendered in Marmoset Toolbag)

Secondly a chest. Roughly 600 tris and again 1k textures (same kind as above, but the Diffuse doesn’t have an Alpha Channel here).

(rendered in Marmoset Toolbag)

I started creating the enemy models with some simple idle animations. The first two are two flying ones, one ranged, the other melee. Especially the later one packs some punch…

I created some power-ups the for use by the player: a shield, that absorbs damage and when it is saturated it will emit the stored energy and hurt nearby enemies, a mine, that explodes when a enemy comes near it – multiple charges, a bomb, that explodes after a given number of turns, a turbo, that doubles the players movement speed and a health pickup, that heals the player. The mines’ and bombs’ explosions will hurt the player, too, if he is in range, but he will not trigger his own mines. Also I created a crate, that reveals one power-up when it is destroyed, either randomly or predetermined.

The top parts of the pick-ups rotate, as does the crate.

Partly thanks to the guys and gals at Answers.Unity3D.com, I solved the problem I had with the collision detection. It is essentially the same approach I already tried, twice, but apparently now I did it correctly. I have a two-dimensional array, in which every actor in the scene stores their position, and if a tile is occupied, no other actor can move onto it. When an actor leaves a tile, it is set to unoccupied again. I also used this array to create a boundary around the game world to keep the player and the enemies on it.

I added a bunch of new particle effects. Player and enemies explode in a cloud of triangles, projectiles have a muzzle flash and spawners announce their spawn.

Next: Powerups.

I added an experience system. Upon level up, the player gains more hitpoints, deals more damage and gains resistance to damage. The maximum level is currently capped at 10.

Also, I added a particle system for leveling up.

I added some particle effects to the projectiles that are used, when the projectile dies, either of old age or when it hits an enemy or the player. Also, projectiles now can hit enemies and the player and do damage. Man…this game is hard, if you aren’t cautious…

I use the same particle effect for blaster and laser, so there are only two currently. But there will be more later; for enemies and player dying, for spawning new enemies, for explosions, for muzzle flashes and whatever else I can think of.