You did in 4 hours what most AAA devs can't accomplish in 4 years, apparently.
That looked pretty sweet. Is this a turn based combat game?
No, it's a RT dungeon crawler, like UU.
I think it looks fine, the stealth meter. What I mean is, most developers use static light maps, even the new Thief, I think. I think it really looks nice when you use shadows -- just like the original Thief really. Right there, you have the base for an amazing game - procedural stealth is something I've always wanted to do. Doing things dynamically means you can have enemies carry torches, or you can let players knock out lights, and use other mechanics that enhance the difficulty and novelty of stealth.
Getting flashbacks...And a map in progress from me.
I think it looks fine, the stealth meter. What I mean is, most developers use static light maps, even the new Thief, I think. I think it really looks nice when you use shadows -- just like the original Thief really. Right there, you have the base for an amazing game - procedural stealth is something I've always wanted to do. Doing things dynamically means you can have enemies carry torches, or you can let players knock out lights, and use other mechanics that enhance the difficulty and novelty of stealth.
Thanks, I leave it open for now since it is very easy to change, but the real-time shadows do look very nice, it's just costly ass hell, draw calls pretty much doubles. And regarding the knocking out lights it has been in the game for quite some time, you can use both magic and arrows (it's in some old video I have posted) to do so, also the opposite is doable (turn on the lights)
I call it Call of Saregnar. It's a labor of love and my life project, meaning that it will probably take me a lifetime to complete.What is this game? What are your plans for it? What do each of those cities represent?
I'm sold! This sounds pretty interesting, getting a lot of Betrayal at Krondor + Realms of Arkania vibes. I don't have OS X or an iPad, but I'm sure I'll find some way to play this...I call it Call of Saregnar. It's a labor of love and my life project, meaning that it will probably take me a lifetime to complete.What is this game? What are your plans for it? What do each of those cities represent?
I like to think of it as an RPG/interactive fiction hybrid. It is a party-based game where you control up to three pre-defined characters exploring a linear story that unfolds over several chapters. A major portion of the game is map travel and open exploration via the map, with numerous travel events, camping, and making sure you are well equipped for the road ahead. City exploration is done Darklands-style with a textual-driven interface. Combat is strategic and turn-based, which I still haven't decided on how exactly it should work; Probably something along the lines of Betrayal at Krondor.
Oh yeah, I am developing it for OS X (and maybe the iPad), which is why this is the last time you guys will want to know more about the game.
Demo looks great. But why do you even need the orb as visual feedback? The player already HAS clear visual feedback, given they can see the light expand on the screen as they walk towards a torch or fireplace. They should be paying attention to the gameworld, staring at the proximity from the brazier to the royal guard, not gawking at another meter or bar chart in the top right hand corner of the monitor.the orb that indicates the light on the player was the fastest way I could think of to get visual feedback, this will change later on.
The only thing you really need with all that is reactive AI - AI entities who understand the importance of light and shadow. That's the toughest part. I hope you're implementing sound stuff too, with floors creating more or less sound for enemies?
As for rendering, I'm quite surprised. Is rendering really a concern? Sorry for not being that familiar w/ your project, but are you targeting low-end hardware? Or is Unity really just that poorly optimized? If you're doing basic shadow and light...
I would say, good lighting is what makes or breaks the artstyle of a game. Lots of games age horribly because their lighting is shit. Thief 1-3 still look good to me, thanks to their extensive use of light and shadow.
Demo looks great. But why do you even need the orb as visual feedback? The player already HAS clear visual feedback, given they can see the light expand on the screen as they walk towards a torch or fireplace. They should be paying attention to the gameworld, staring at the proximity from the brazier to the royal guard, not gawking at another meter or bar chart in the top right hand corner of the monitor.
I know players like an exact number or line so stay beneath and they loathe uncertainty, but screw 'em. It should be a skill gained from play experience, to gauge what their character can accomplish; not the dull inching forward with the WASD keys to stay beneath some number. It's only annoying to play when your system is horrible buggy and therefore logically inconsistant, getting spotted by guards in total darkness or waving a bonfire in front of their face and they mutter, "I swear I could have heard something..."
Scrap all redundant UI clutter. If your system works logically (and your demo shows it works great, congrats by the way) then the player has all the info they need to stay in shadows and jack off at passing pedestrians and fling cum at them, or whatever FPS genre you have in mind. Damn, I should Kickstart a Miggs simulator, will get funding in 3 hours flat.
By the way, your Stealth part 2 video is fantastic.
edit - If you really need to have some player feedback place a light sensitive gem on the ring finger of the player, for first person view (assuming you're having the weapon / hands displayed on the screen). Or on the pommel or hilt of a dagger. It can softly illuminate as the player approaches through the shadows. (And make it a 5% penalty to wear it, meaning guards are slightly better at spotting the player with the glowing ring.... as opposed to the all-in-black ninja with a dull plank of wood. Make it a training device that should be ditched once the player is more experienced with the game system.) Just don't use an orb, a bar chart, or ticker tape running along the base of the screen. Love me some immersion, bros.
[Just realised that's a pretty big demand for an individual to implement all of the above instead of a simple orb meter that you already have working... but meh, you asked for a opinion and this audience is not renown for being reasonable or having its expectations met.]
It'd be much harder to implement, but it'd be neat if your weapon indicated light strength by glinting stronger. Though, wouldn't make sense for non-metallic weapons.
Can I ask what you're doing for AI? I've done a little programming in that area and I like discussing the best methods for producing fun and/or challenging AIs.
That's very cool man. I like the smooth transition between the orb's lit and unlit states. The only thing that feels (or rather, sounds) off is the sound on that metal surface - the pitch randomisation range is too big imo.
From what I've seen, it looks like you're raycasting the nearest lights to determine if the player is illuminated or not, is that correct? It's an elegant solution, but there's a small flaw to it. If there's a pillar close to the light, the player is going to be either totally concealed, or, as soon as he peeks out and the raycast hits him - totally visible. There's no gradual change. One way around it would be to keep track of the previous "illumination" value every update (or every n updates). If the illumination changes drastically, instead of assigning it to the player instantly, you could gradually add up to it (or decrease it) until it reaches the actual level. While it doesn't alleviate the issue completely, it would give the player a visual cue that he's about to get exposed.