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May. 19, 2013

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Re: So I started messing around in Unity
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Amazing stuff. Well done Why485.

Posted on: 2012/7/12 23:04
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Re: So I started messing around in Unity
Just can't stay away
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Keep it up!!!!

Posted on: 2012/7/13 7:28
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Re: So I started messing around in Unity
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This looks very promising indeed. I had a look at the Unity engine but have to say the $1500 price tag put me off. Saying that, there's probably a torrent for it available by now somewhere. Quite a few browser games utilise it, thinking of Battlestar Galactica as one of the more popular ones.

Posted on: 2012/7/13 7:41
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Re: So I started messing around in Unity
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You don't want to crack Unity. That'd be slightly problematic when, you know, you try to publish your game.

Posted on: 2012/7/13 15:44
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: So I started messing around in Unity
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Like i have the time to write my own game. It may or may not be an issue tbh, i know more people with cracked versions of Windows that all work and update fine. Would it be the same with Unity? Don't know or care as i refuse to pay $1500 for it so it's a moot point. There are a few who would pay for it and fair play to them if they do. It's only worth doing if you have the time and skill to do something with it which clearly Why seems to have

Posted on: 2012/7/13 17:59
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Re: So I started messing around in Unity
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You do realize Unity has a free version right? You pay for advanced features.

Posted on: 2012/7/13 18:13
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: So I started messing around in Unity
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Quote:

Freestalker.fr wrote:
Have you tried to maneuver thrusters, like in Nexus TJI. It could be cool to see that.

This is awesome, amazing to see how it works fine!


As it is right now all those effects are not easy to change. If I were to take this beyond just a fun little prototype/demo then I would re-write the engine effect code from scratch, and definitely add the little maneuvering thrusters. It shouldn't be that difficult to do given the proper planning. I've already a couple ideas how to do it in a simple and dynamic way.

As for the $1500 for Unity Pro, as FF already said, you're only paying for extra stuff. Right now the only extra stuff that I'm using is post processing effects like bloom and blur. Without them the game would look a little more like Freelancer. You also lose some really cool features like Render to Target, but it's all stuff you could build a fully functional game without. The biggest hit for free people is the loss of dynamic shadows.

Quick screenshot without any of the post processing effects. It's a lot more noticeable in motion, but it's not like it looks terrible without it.

Open in new window

Posted on: 2012/7/14 5:42

Edited by Why485 on 2012/7/14 5:47:59
Edited by Why485 on 2012/7/14 22:21:36
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Quote:
OPR8R wrote:
The massive size of the mod is pure result of its quality...
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Re: So I started messing around in Unity
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Good new! I'm eager to see FL ships with realistic movements!

Posted on: 2012/7/14 12:11
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Re: So I started messing around in Unity
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Quote:

FriendlyFire wrote:
You do realize Unity has a free version right? You pay for advanced features.


What is this "pay" that you speak of? Is it available on usenet?

Posted on: 2012/7/14 17:22
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Re: So I started messing around in Unity
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Open in new window

Open in new window

Open in new window

Since the last update, turrets now have actually shoot and align with where the mouse is pointing. I also put in a lot of extra cool stuff like having the barrels fire separately. They have visible recoil. It's a neat effect that you'll see in the video when I post it. Another cool thing about the weapon firing is that as you zoom out, the effect gets slightly larger. Homeworld 2 did this and it really made distant battles pop. There were also some minor tweaks to how the lens flares work.

In addition I also imported the Dreadnought and added some more waypoints for the AI. The Dreadnought is scaled up from it's vanilla size based on the size of the windows. It's actually a pretty good size. It's much bigger than the Rhino, and the Rhino was already much bigger than the Defenders.

I think is about as far as I'm willing to go with this. I'm not comfortable expanding on this prototype with the current systems in place. If I were to go further than this, I would want to re-write almost everything from scratch to make it far more robust and workable in the context of a game.

Posted on: 2012/7/16 1:28

Edited by Why485 on 2012/7/16 1:35:04
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Quote:
OPR8R wrote:
The massive size of the mod is pure result of its quality...
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Re: So I started messing around in Unity
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And that’s it. Sorry for the double post. This is probably the last video of this project there will ever be. It was a really fun learning experience and I hope to be able to apply it to something someday.

If nothing else it’s gotten me to really think about how a game like this would work. All the physics, some AI, and control issues that all arose were really interesting problems to try and tackle.

Edit: Post ate my video, should be back now.

Posted on: 2012/7/18 8:14

Edited by Why485 on 2012/7/18 14:44:05
Edited by Why485 on 2012/7/18 14:45:03
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Quote:
OPR8R wrote:
The massive size of the mod is pure result of its quality...
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Re: So I started messing around in Unity
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Good job 485, I'm trying to figure out how to make it work too.

So.... you are a expert here for Unity now.... may i ask something?

The first, i want to know if my idea is good because i'm studying C++ for this:

How the network module work? I heard some rumour (not from the bar) about unity's network is ..... suck... is that's right?

If that's true, i have to avoid this problem.

So I want to build my main server in C++ code and dynamically control all game contents (And i'll try to make a structure that LS disdained LOL). And data structure may complicated.

The way i think is i have to build a inter layer server between player client and my server.

The unity engine will connect to the inter layer server which running in player's client and keep exchanging data with my server.

Then the inter layer server will tells unity what objects there and what's the status of that object.

And btw: If i can skillfully us unity like i did in Freelancer, ill try to make a whole game (OK, i think all people here with same mind).

Posted on: 2012/7/18 12:13
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Sorry for my poor english...
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Re: So I started messing around in Unity
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Liking the artillery!

Posted on: 2012/7/18 20:28
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Re: So I started messing around in Unity
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Very nice Why, very nice indeed!

Posted on: 2012/7/20 15:47
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Re: So I started messing around in Unity
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The results in that last video of this whole 'experiment' with Unity were pretty damn epic Why, very nice stuff. One of these days I hope to watch the development of a fully fledged similar game with correspondingly similar enthusiasm. -Carnifex

Posted on: 2012/7/21 13:44
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