Hey there,
Just want to mention really quick that PocketCrusades is now on IndieDB!
Here you go: indiedb.com/games/pocketcrusades
Check it out =D
Thanks for stopping by!
Wednesday, July 23, 2014
Monday, July 21, 2014
Ambient Occlusion
This is already my second post today, and it's close to midnight here, so I'll keep it short.
Paul Usul Fluegel who's creating DwarvenKingdoms gave me a hint on how to make the trees in PocketCrusades a bit more beautiful, and he was totally right, have a look:
![]() |
| Before - Without AO on the trees |
![]() |
| After - With AO on the trees |
I had Ambient Occlusion turned on in my light mapping at all times, however, I did not notice that the Unity Importer had "Generate Lightmap UV's" turned off for the tree models.
Well, now it's done, so thanks Paul.
Good night everyone!
Big news everyone
Hi everyone,
The last two weeks I've been on vacation in Croatia, and it was wonderful!
But still, I managed to work a bit every day on this project, and made huge
progress! Here's a list of what I've done:
Basicly, the game is playable, however, there are still a lot of things todo:
The last two weeks I've been on vacation in Croatia, and it was wonderful!
But still, I managed to work a bit every day on this project, and made huge
progress! Here's a list of what I've done:
- I finished the campaign menu, that's the final version now
- I made a tutorial - the first two levels of the campaign will teach you the basics of the game
- Parts of the shop system
- The first "real" level of the campaign
- The game over check of the game
- Refined the animations of the game
- Optimized huge parts of the game
- Tested it on several devices:
- Device FPS on High quality FPS on Low quality
- Samsung Galaxy S4 ~45 ~60
- Samsung Galaxy S2 ~30 ~40
- Samsung Galaxy S ~25 ~35
- Refined the fighting of units
- Set the values (Gold, Food, etc. - These might still change a bit after alpha testing)
- Refined the hero
- A settings menu (sound, quality, etc)
Basicly, the game is playable, however, there are still a lot of things todo:
- Online PvP
- The rest of the shop system
- Music and SFX
- Optimize even more (I guess I can make it at least 30% faster)
- The human hero
- The fog of war is a bit buggy
- Same goes for the mini map
Since I do not have to study for the next 3 months, I'm pretty sure I can find the time to make a little video on all these changes.
So, till then, have a nice summer day, and thanks for reading!
Thursday, June 26, 2014
The Orc Hero
Hey again!
Just wanted to tell you that there has been an update to the orc hero. If you look back at this post some time ago, you'll see what model I initially wanted to use for the (first) Orc Hero. After looking at it several times, I just wasn't satisfied.... So, here's the new one:
Just wanted to tell you that there has been an update to the orc hero. If you look back at this post some time ago, you'll see what model I initially wanted to use for the (first) Orc Hero. After looking at it several times, I just wasn't satisfied.... So, here's the new one:
THE *TANK*
Not bad, or what do you think? I think he fit's perfectly into the style of this game.
Thanks for checking by, now have a nice day!
Wednesday, June 25, 2014
Particle effects
Hey!
So I just came along this post by Danny Groleau, and want to mention that not only is he completely right, but also want to add that you can use ParticleEffects for much more than that. I primarily use them as static effects for different atmospheres, as they are cheap solutions for:
So I just came along this post by Danny Groleau, and want to mention that not only is he completely right, but also want to add that you can use ParticleEffects for much more than that. I primarily use them as static effects for different atmospheres, as they are cheap solutions for:
Sun-Rays
![]() |
| The sun rays on the right spot, little particles around the area, all solved with cheap particle effects. |
Water (-falls, -splashes)
![]() |
| What a great atmosphere. The combination of the waterfall, the splashes and the light rays makes a wonderful picture. |
Decent Fog and Dust
![]() |
| Look at the fog and the small particles surrounding the building. |
They can make the difference between a good looking game, and an awesome looking game. If you are using Unity, like I do, here's a little trick to make them look even better. For all particle effects (fog, fire, light-rays), add a small point light in exactly the color of the effect. It will appear as if the light is send out by the particles (just look at the sunrays). For water effects use some cyan. This of course can have quite an impact on the performance of your game, but since I use them as static effects, these lights are included in my lightmapping.
Thanks for reading!
Labels:
atmosphere,
blog,
Danny Groleau,
dust,
fog,
lighmapping,
particle effects,
post,
sun rays,
water
Tuesday, June 24, 2014
Some screenshots
Saturday, June 21, 2014
Just some quick infos...
Hello everyone,
Just wanted to show that I'm not dead yet, and neither is this project. I've just been really busy the last few weeks and haven't found the time to post anything. Nevertheless, I was able to finish some big points of my todo list. I'll make a longer post, maybe even with a video, but certainly with screenshots tomorrow, where I'll talk about all the recent changes and developments.
That's it already, thanks for checking by!
Just wanted to show that I'm not dead yet, and neither is this project. I've just been really busy the last few weeks and haven't found the time to post anything. Nevertheless, I was able to finish some big points of my todo list. I'll make a longer post, maybe even with a video, but certainly with screenshots tomorrow, where I'll talk about all the recent changes and developments.
That's it already, thanks for checking by!
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