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Thread: WorkBench, and other projects...
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04-29-16, 02:39 AM #11
Re: WorkBench, and other projects...
Yep... too much spare time. I'm also trying to create my first game... Well its not really a game yet, more me messing around with Unity. I try to make it pretty realistic and based on physics. Therefore the airplane really is controlled by the actual lift/drag of the various control surfaces.
Here is a very early prototype:
Arrow keys --> Pitch / roll
Ctrl and Shift --> Throttle up / down
Space --> Shoot
Dropbox link
Any thoughts?
Last edited by Antotabo; 04-29-16 at 02:56 AM.
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04-29-16, 10:15 AM #12Re: WorkBench, and other projects...
Ooh nice. I'll check it out this weekend - It's neat seeing what Unity projects people have been able to get up and running. I haven't played around with it much - do you like the engine and the tools? I've been wanting to get my feet wet with Unreal for a while but just haven't had the time.
I've got a game idea I've been toying around with for a few years now. I'm nearly done with school (crossing my fingers to defend my thesis in July) and then I'll hopefully actually have some free time to do more of my own code projects.Antotabo liked this post
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04-29-16, 10:47 AM #13
Re: WorkBench, and other projects...
Well since it's my first attempt I can't tell you that much about the different engine. But I do like it. It is relatively easy to get going once you've seen enough tutorial. Unreal , Cryengine and others might be more powerful, but there might be a stepper learning curve and I would not be able to use anywhere near the full potential of any game engine anyway. Visual scripting in Unreal seems appealing, but after some thoughts, I bet it's not that easier than coding.
Good luck with your thesis. It's your last sprint man. I just finished school one week ago too. Feels great.
And what is your thesis about?
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05-01-16, 04:08 AM #14Re: WorkBench, and other projects...
Congrats on finishing school! I'm super jealous, can't wait to be done. My Thesis is titled "Specifying Sensor/Actuator Network Execution: A Relational Database Approach". In the lab I work in, our team has developed an embedded ultra-low powered wireless sensing and actuation platform and a supporting cyber-infrastructure for "real-time" streaming data. We made it so Ecologists and Forestry people can automate genomic climate-change research in the southwest US. My research is essentially using a relational database to track network state and implementing the mechanisms to support live network reconfiguration from a web-interface. Not a particularly new or novel project, but the way we approached it and the system we're integrating it into was unique enough to do the thesis.
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05-17-16, 09:43 PM #15
Re: WorkBench, and other projects...
I'm testing a concept where you have to fly in space from planet to planet and conquer them by landing on them. Its very desorienting and kinda hard to land.
Creating a game seems like a very hard balancing act. I don't even know if it should be a shooter or not. Even simple stuff like flight dynamic is really hard to tweak, especially since I made it physic based.
I might try to make it multiplayer. That would be cool, and I won't have to code an AI. Anyone interesting in messing around every once in a while online once multiplayer is working?
Also anyone tried my first build yet?
I'd love to hear any straight or funky idea about what you guys would like the game to be. Or really any game you have been thinking of or could think of.
EDIT: Im thinking a game a bit like "A New Zero" I played it a lot online and it was pretty fun and very outside the box.
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07-11-16, 02:27 AM #16
Re: WorkBench, and other projects...
Workbench is FINALLY done ! There still is some customisation to be done like adding a pegboard, tool supports, organizers etc... Also I built a weird ass light support that I don't really like. I need to remove that and hang the lights to the ceiling. Anyway, I think it looks great, therefore I succeeded with my girlfriend acceptability goal.
Here it is:
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07-31-16, 05:18 PM #19
Re: WorkBench, and other projects...
I figured I would make another unity build since the jeep and map I created are quite fun to ride. I kind of like the low poly style I went with too:
I usually do 3D modelling work with CAD programs like CATIA, SolidWorks, and such. I must say modeling for games is a totally different game (no pun intended). I used Blender to create the jeep model based on blueprints of the famous Wyllis Jeep. Came out decent but Jesus this is a fucking hard art.
Here is a dropbox link to the game build :
https://www.dropbox.com/sh/tgq7quv3k...dwHuK58Aa?dl=0
Drive: Arrow keys
Lights: H
Camera: C
Shift Up/Down: A/Z
Also, I'm currently trying to make a physic based helicopter with actual rotating blades physics. I managed to make it fly, but I still need to implement controls, aka collective, cyclic and tail rotor controls.
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