Poly-Reduction, Checkpoint Fixes, “The Back Door”, Enemies, and I Now Own Unity Pro

Like yesterday’s blog post, today will also mostly be about the progress I’ve made today on my independent video game.

Soneria Starship's Interior Hall With Bloom - Super Space Trooper

Soneria Starship’s Interior Hall With Bloom – Super Space Trooper

Reducing Mesh and Poly Count

I decided to use a similar technique for the interior of the Soneria starship to a technique I also used in the Desertia level.  Since the mesh is repeating, rather than just use a bunch of duplicated objects, thereby using additional CPU and memory resources, I have used just a segment of it.  As the player is passing through it, colliders are triggered which reposition the mesh further down the player’s path.  So instead of using 10+ segments, I can get away with just one.

Once that was scripted and running, I then added another collider that when triggered by the player, would stop the repeating script.  Otherwise the level would simply go on forever.

Checkpoint Respawn Problem

Because of the re-used mesh, I realized there would be a problem when the player respawns at a checkpoint.  To get around it, I cached the localPosition of the interior re-used mesh upon the player initially reaching the checkpoint.  That way when they respawn I was able to use the cached positions.

The Back Door

Yesterday I had already completed the starship bay’s door entry but I needed to do the same to the back of the ship too, so the player can make an exit.  It was pretty much as simple as making the doors a prefab and dropping a copy of the prefab into place.

Enemy VTOL Animation

Next up I decided that I would add in one of the enemy ships, so that I could start working on the animated sequence within the physical space constraints of the interior of the starship.  The animation is quite simple but it works fine.

Unity 3D Pro – Bought and Owned

Soneria Starship's Interior Explosion With Bloom - Super Space Trooper

Soneria Starship’s Interior Explosion With Bloom – Super Space Trooper

Frustrated with the limitations of shadows and other effects, I decided I would buy Unity Pro a bit ahead of schedule.  I had always planned on buying it but I figured “why wait?”  Plus it’ll mean less work down the road going back through all my scenes and touching them up.  I can do that along the way.

The first two tools I’ve played around with are the motion blur effect (a must-have in my opinion) and the bloom effect.  So far the bloom effect has proven to be a bit difficult to wrap my head around, but I was able to get a somewhat decent glow on the starship’s engines.  Previously I had been using a plane with transparent texture.  From a distance it looked great, but up the close ‘trick’ I used was excessively obvious.

Posted in Images, Super Space Trooper, Unity 3D, Video Game Development
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