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Dare Looks

Dare Looks

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Lens Flares and Munching on Cars

Back from my vacation!

Haven't made too much progress during my time-off, I'm afraid, but here's a small update showing off two new things: Unity's lens flare effects (finally) and munching on cars that don't go down in one bite!


Lens Flares

2022-04-20 19:39:38 +0000 UTC View Post

Eat your Car(b)s

As promised, I've started prototyping an option to munch on the cars – a lot faster than I expected, too, but turns out this is a lot of fun to prototype!

At the moment, the animations are still very rough (which is why they keep nibbling on their own fingers) and the way it is set up, th...

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Throwing Cars, Finale

Just one more quick update, before I post the final video to twitter, for everyone to see!

Not including any future polish (and polishing never really stops), I'm considering this feature 'done', now!

The most visible change is that there now is an 'aiming' animation, to give...

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Throwing Cars, Almost Done

Here is some footage of cars getting flung around – again!

I have made a bunch of progress since the last iteration. So much so that I'm entering 'polishing' territory!

Here is a quick overview of the most important changes:

  • Damage on impact
  • Visualization of thr...

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Throwing Cars, Second(?) Iteration

Made good progress with operation "fling a bunch of cars", so I'll gladly share the results!

Since the first iteration, I have added...

  • Basic "pick up" and "throw" animations
  • Intricate animation blending, with inverse kinematics, to properly sell the action
  • A s...

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Throwing Cars, First Iteration

Heya,

I've been taking it slow and riding that high of finishing the car models, last week. Now, I'm easing back into working on mechanics: Picking up and throwing cars.

There's a lot of stuff that goes into that, but I thought it would be fun to show off the first iteration of this m...

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Catch the Bus!

Happy to present the finished bus, finally!

This was pretty exhausting, honestly, but the results fee...

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Bus, WIP

Hey!

Quick update with the high-poly WIP of the bus exterior; still needs some minor work as well as a (very simple) interior, before I move on to the low-poly models, baking, textures, etc.

I'm sorry progress is as slow as it is, currently; really hoped to have the bus completely fi...

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A Truck Gets Struck

Truck model and textures are finally done and in the game – yay!

I'm very happy with the variety of v...

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Box Truck, High-Poly Model

You know the drill: First there's a high-poly model, then a low-poly model, then a texture, etc. (For my next projects I'm going to go back to a more hobby-friendly workflow, sheesh...)

The box truck is going to be the bulkiest car; the only one that's going to be bigger, is the bus! View Post

Van, Texturing Progress

I'm currently finishing up the van model and textures: So have two screenshots of what it will look like, in the game!

Next, I'll try to model a medium-sized box truck – hopefully it'll be just as quick and painless as putting together the van! It would definitely add another nice shape ...

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Patron Request: Growth Speed?

Note: This is a request that has been send to me by a patron. Whenever I can I'll gladly answer questions directly, or make quick videos like this one. So always feel free to ask! :)

I have been asked to make a quick video to demonstrate ...

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How It Works: Damage Effects

Overview

Note: Initially, I've posted this article a few months ago, for "Unity Capsule" tier patrons only. However, people have asked me about the effect...

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A Van! High-Poly Models Done.

Quick look at the second type of car, for the game: The van!

I'm done now with the high-poly modeling, so I can go on to create the game-ready, low-poly versions, next.


About The Modeling Workflow

Again, you'll notice lots of details missing from the high-poly model...

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Time To Wreck Some Cars

Here's a fun thing to look at: The new damage and deformation effects!

The particle effects are pretty basic, but the main attraction is the deformation, anyway.

2022-01-22 18:37:00 +0000 UTC View Post

Cars in Color

Finally had some time to get the car's texturing done, and I'm really happy with the results!

The different color variations (as well as the taxi and cop configurations) provide some nice variety already, even if it's all the same car, technically.

In the game, the textures are pretty...

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Fun with the Car Prototype

The car still needs to be textured, but I've already had some fun prototyping it in the game – so I thought I'd share!

I have baked the normal maps for the low-poly meshes, and I'm very happy wit...

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First Car Model WIP

First post of the new year – a small patron-only preview!

As planned, I've finally started working on some cars to populate the city's streets with.

Here are some screenshots from Blender, showing off the high-poly car model, as well as the work-in-progress low-poly version that I w...

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Steppies! Final Update of 2021

Here's a quick one – just squeezing in one more update, this year!

I set up animation events to trigger the foot hit boxes, every time a foot comes down. It was a bit tedious to implement, but no...

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2021 End-of-Year Supercut

As promised, here's the 2021 end-of-year supercut!

Depending on when you have found this project, you may be surprised to hear it's been going on for more than a year, haha.

It's always refreshing to see how far you've come – even if there are some large gaps between March and Augus...

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Character Selection, Input and UI Animations

I'm back from my Christmas break!

Here's a small update, showing some changes to the character selection screen, which I hadn't touched in a while.

Local multiplayer UI input in Unity is a complete mystery to me, so this whole screen is very hacky; but at least it seems to work, for n...

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Character Growth, Slow-Down

This was a change to the growth mechanic that I snuck in a short while ago, but never had a chance to show off properly, so I thought I'd make a short patron-only video!

Characters get bigger when they cause damage, just how they did before. But the bigger they get, the slower they become!<...

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First-Look at Local Multiplayer

Here's something Patrons will get to see early: The first split-screen image I've shared of the game!

This has been working for a while now, but I have a hard time recording split-screen gameplay to show off, because I can only control one character at a time, heh.


What's ...

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Time Out and Scoreboard

Here's a look at the new scoreboard! Both UI and camera animation still need some love, but at least in principle everything is there. With the scoreboard, the game now has a complete loop, with start and finish!

It currently tracks how many buildings each player has damaged and destroyed, ...

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HUD, Timer and Scoring

The game now has a time limit and a simple, first-iteration scoring system: It's almost like a real game! (And no worries, of course there'll be options to turn off time limits and HUD.)

The HUD is still all placeholders, but I kind of like the minimalist look; for the finished game I'll pr...

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