Hi Drakan fans!
After a little break I'd like to announce I started a Drakan Remake WordPress
News, screenshots,description of how I create a game,plans for the future will be placed right there in this blog. Of course I'll be actively post news here in this topic and reply you guys. This wordpress will be concentrate on promotion for non drakan players. If you are story teller, please, write here how Can I write Drakan story so Sony won't complain
And what about spoiler whole Drakan story? It'll be inappropriate to write whole Drakan story, screenshots of all levels and describe all weapons. Let's do it mysteriously
This is good way to change any time game description, upload to front page actual screenshots, write Drakan story and of course (when it'll be possible
) link to playable version of Drakan remake.
Rynn right now has some basic scripts such as:
- Player motion: forward, back, left, right,slow walk,sprint, attacking. Speed of Rynn depend on animation. In this .cs file I can change rotation speed.
- Player sword: position when sword is unequipped or equipped.
- Rigidbody: here we can change her mass so she can fall faster. Arokh of course hasn't right know this component.
- Collider: it depend when other objects has mesh collider.
- animator: animations such as idle, walk, sprint. I still have problem with sprint. She has also animation of attack but fight system needs to be improved
- camera movement: it has determination of player camera, center point of Rynn, distance, max and min height of camera. In script we have lookat function.
RAIN AI seems dead. I can't find its documentation on their website. And it seems to use DLLs; are these native x86/x64 Windows DLLs, or .NET? Also, what about spiders? Do you want them to walk on ceilings? Can RAIN AI do that for you? Can RAIN AI handle flying creatures? In case you can't tell, I'm doubting that RAIN AI will fulfill all your requirements. This is speculation, though, I don't have RAIN AI or Unity.
In RAIN you can do basic Waypoint network, put navigation points so characters can walk. It'll be necessary that NPCs has component of spot Rynn.
They're called "cheese wheels".
What about Arohk's health pickups? They're just glowing orbs. Can't get much more unimaginative than that. We, like, totally need to see him drink water. Maybe eat people. I Of The Dragon on steroids. On the otherhand, that's an unlimited health source, so maybe this should only happen on lower difficulties.
This is good point. Players love games when there are a lot of possibilites and functions.
Imagine that Arokh destroy everything, it'll be one big ruin
Especially with his super weapons. I thinking about destructable objects so player cannot complete level without this.
Alright, Rynn walk on particles
Is it switch controlled?
This is just planes with 100% opacity ;D I know this is so simple. We will need switch (trigger) so it'll change position of particles. In this stage there is elevator, switch controler, some death mage, quest key and some boxes(these boxes have motion open itself, so we have to write trigger
And of course Wartok Canyons advancing beacuse this is very nice huge level
Huge level has huge terrain. How is it rendered? Are you using a terrain LOD system? Or is performance already good?
In Wartok Canyons i didn't compute Occlusion culling. Terrain is made by multiple layers, these terrains aren't even stitched together.LOD system can be possible with trees, right now i didn't make good LOD system and performance is poor especially when i add some Bloom Optimized script or Motion Blur to camera. We will work on it
In artistic way i make some texture blending in Wartok Canyons and delete unnecesarry grasses.
nikouni, please send me everyting helpfull. Don't even ask me, just send
Main menu health and globes looks awesome. Unity has collaboration feature.
What are these models you have lying around? Characters? Props? What about art style consistency with the models that already exist?
That game UI is using the original textures, which is probably not a good idea, unless they are loaded from the original files.
Haven't heard from yangez93 for a while.
Yes, better avoid using original textures. I try to use completly diffrent models and textures. But sometimes it takes time to make for example completly new tavern in blender.