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Sunday, 21 April 2013

Modular Sci-fi Turret Set


The picture has said it all, hasn't it?

Yes, this is the continuation of the modelling work I mentioned before. I've finally done the UV mapping and texturing. I'm really really pleased about it. I think it look really good. Far more better than what I expected when I first work on it. Now I can integrate this with TDTK and make a proper demo out of it. Also this means I've some what mastered the know how (in my mind), I can start making my own asset for my own game. It's an exciting prospect that's for sure. However I'm not getting ahead of myself yet. For now, I'm just gonna build some simple stuff that could goes into the demo TDTK. But who knows, anything can be useful down the line.

Anyway, regarding the turret set. I've probably said it but I'll say it again. It's made to be as modular as possible so allow mix and match of different part to create many variant of towers. Also, it's extremely low poly. The maximum vertices count for each individual mesh never exceed 300. And they all share one material. This mean they can be dynamically batched in run time when used in Unity.  See the picture, pretty awesome eh?

One drawcall! For so many things!
I've also make several textures using different color theme so when making actual prefabs, it's possible to use parts with different color for a single tower or make different towers with different color theme. In case you asked, no I didn't quite make towers using different part yet. I'm too lazy I guess.


Finally, here are all the parts in current set. As shown in the image below, it consists of one base, six turrets variant, six guns variant, 2 radar panels (or whatever you make it to be) and one special missile pod made specifically to fit in one of the turret. On a second thought, I should have make one or two more missile pod.


Anyway, I'm thinking of releasing this as a stand-alone asset package on AssetStore. We'll see.

Tuesday, 16 April 2013

Announcing TDTK v2.2.1



It has taken quite a long time but it's finally here. I'm pleased to announce that TDTK v2.2.1 is now ready for release. It's now live on Unity AssetStore.

Without further delay, these are the list of changes/bugfixes

additions/changes:
  • added player ability system where player can actively use ability with combination of various effect (aoe damage, slow, buff, restore HP, etc..)
  • added player ability support in perk system. Ability can be unlock, upgrade and tied into tech tree.
  • added UI support for ability system (for both OnGUI and NGUI)
  • more creep's variable can now be overridden in SpawnEditor
  • waves can now be generated procedurally according to user defined rules.
  • SpawnManager now support endless mode (using procedural wave generation)
  • added CreepManager and CreepEditor (similar to TowerManager and TowerEditor)
  • build buttons and ability button layout in OnGUI UI can now be customised
  • added tooltip and polish for the custom editor.
  • added a bunch of graphical icons for prototyping perks and abilities. 
  • and more minor stuff...

bug fix:
  • fix bug for editor windows where error will occur when intended edit target is unavailable
  • fix bug where new tower in TowerManager wont be available in a level until the level is loaded in the editor and have it's BuildManager selected.
  • fix critical error with editors when prefab/resource dependencies is deleted without using editor
  • fix bug where pre-placed tower on walkable platform dont register properly
  • fix bug where game would end when the last wave is cleared (when there are still active creep from other waves)
  • fix bug in queueing system of pathfinding
  • fix various bug of perk system
  • and other more minor bug fix...

Screenies!
New Abilities system, integrated with perk system. And very nice icon!
The long requested pie-build-menu for NGUI
New Editors. A lot of work has gone into this (both old and new)


Sunday, 14 April 2013

Icons Icons... Beautiful Icons

Well, I might have got a bit too full of myself. It's probably not beautiful.

Let me explain. While working on TDTK, I've found lacking of decent icons to demonstrate both perk and ability system quite annoying.  I want the demo and example to look nice. As much as I dont care about pretty aesthetic for a framework focus on coding and mechanic, it's pretty aesthetic and packaging that sell the good.

For that reason I've decided to have a series of icons that could be ship with the package as well as show up in the demo. Because I'm stingy and refuse to pay for professional artist, and because I'm confident that I will be able to master the skill required, I've taken a great deal of effort to make them myself, using my very limited skill with the cheapest software I can find, Gimp (it's free!).

Since I've started, it opens the flood gate and here's the result, expect to see more of them in the next TDTK update.


It's not too shabby in my humble self evaluation. I'm eager to know what's the responds to it. Hope that it's not too bad. I may just release a stand alone package of these icons.

Status Update (TDTK update is coming soon edition)

I've been busy as hell recently, hence the lack of posting. Have to admit I haven't been this busy for some time. The reason is I've got myself a part-time job back at my old research lab. So I'm now spending 20 hours or so working on some robotic project. It's interesting that's for sure but combine with my existing contract project, it has taken almost all, if not beyond what time I have. Honestly it's not really my idea, it's more like a favour to old friends from my academic years. The need some extra boost during the last 2-3 months of the research project.

Anyhow, I manage to squeeze out enough time to work on TDTK. The next update is almost done. I'm just trying to setup example scene to the new added feature and then some play test then it's good to go. Some of the new feature is still a bit lacking in my opinion, but until I get more feedback I'm running out of idea. And it has been long enough since the last update.

I mentioned this before, I've been exploring with art asset creation. My plan after next TDTK update would be shifting my focus a bit on that aspect. I want to create some basic and generic asset that can be applied on various game. Then I could incorporate these with TDTK as well as my own future project.

Another idea is to finally get back to making end user game, picking up the old projects like this and this again. After all, TDTK is now mature enough to support all elements in those games. It will be really interesting to see what I can pull off with experience and skill I pick up since the last 2 years Consider if I can finally make some decent asset, as good as these turrets, I recon there's a lot of possibility.  Probably a long shot but it's exciting!

Also for the record, since new year. I've played Farcry3. It's pretty awesome! Perhaps the next thing I should play is dishonoured, or crysis2. Actually I wanted to play some strategy game so much. By strategy game I actually mean SimCity. But I'll to stand by my own principal that I will not buy/play anything that advocates terrible anti-consumer practise. So damn you EA for putting me in such situation.

Wednesday, 20 March 2013

TDTK WIP

Another WIP post about TDTK, I'm pleased to announce another new feature for coming update of TDTK. That is endless/survival mode. This is courtesy of a Firas, a user of TDTK. The challenge of this addition of course, is to be able procedurally generate waves of enemies endlessly. And on top of that, make it customisable.

I'm still very much experimenting on the best way to customise the wave generating algorithm. But it's reasonably ok at current state. To make this easier in the first place, creep prefabs is now added to the game via a CreepManager, similar to how tower prefabs is added TowerManager. Then in infinite spawn mode, each creep can be set to be available after certain wave. The HP, speed of each creep can be customised via a set linear formula so they increase or decrease over time. There are optional random deviation for each parameter to make things less predictable.


You can get the general idea from the SpawnEditor image shown about how the system works. Obviously it still support all the default spawn mode, all time-based, wave-cleared, round-based. It's by no mean complete. There are still stuff I yet to add. Like functionality to use it to procedural generates wave for a level with finite wave. Maybe even some more tweaking that make it more dynamic in nature, like general difficulty setting? Should be interesting...

Friday, 15 March 2013

Something New

I figure it's time to post something. I have spend most of my free time working on TDTK. Hell as interesting as it's working on adding new feature, it is starting to take the life out of me. I have to spend a huge deal of time been working on ironing out the bugs and smoothing the rough edges of TDTK. It's a never ending quest to be honest.

Anyway, I've try my hand on something new. Well not entirely new, it's an old nemesis of mine, art asset creation. I've been wanting to create a set of custom-asset to go with TDTK. The idea is it should be low-poly and generic so it's applicable in various genre, TD, RTS, top-down or even third person game. So I figure I start with a set of turrets. I've made it so they are modular and good to be used for mix and match. Here's some possible combinations:


Every component is extremely low poly, they should be able to batched dynamically if they shared the same material. Obviously they are still untextured, and that's the challenge. I'm still very much on the learning curve so it's pretty daunting just trying to texture these low poly model. But I'm very excited thinking about the prospect if I can get this done.

Too bad I dont have more time on my hand to play on this. Even these simple component has taken two weeks of my leisure time to put together. Still, hopefully it will make it to TDTK at some point.

Wednesday, 6 March 2013

TDTK WIP and Update (Ability System)

It has indeed been a while since my last post. I've been on a rather long break right after that.

But I'm back again working on the next update for TDTK. I still have quite a lot to catch up follow the last update. To fix various bug and error, not to mention update the documentation now it has almost become obsolete following the change I made in previous update. Hopefully my video would do an adequate job for the time being.

Anyway, I've been working on adding more stuff. It's a continuation of the perk system for last update which is a player ability system. Basically it's a set of abilities player can actively trigger and used in the game. Similar to the perk system, you can create a set of abilities, configure what an abilities do, the cooldown, the cost, etc. and then enable/disable them individually in each scene. The system is tied to the perk system like the tower does. So you can set it up so there are perks that upgrade an ability or modify the ability. I'm still experimenting with some of the elements. As per every other feature in kit, I'm trying to make it as flexible as possible to accommodate a wide range of user design.

For now, these are the effect the abilities can do:
  • AOEDamage
  • AOESlow
  • AOEStun
  • AOEDotUnit
  • AOEDotArea
  • AOEDamageBuff 
  • AOEBoost
  • AOERepair
Yes it's all AOE based effect, but at least a single abilities can have 3 effects. So with some mix and match it could still offer some variety. I'm open for for ideas atm so feel free to suggest. 

ability editor (atm)
A little bombshell, I'm considering to add first person turret control mechanism. I think it's a cool idea however it would be a bit of a nightmare adding control support for mobile devices. I might just do it anyway, without adding support for mobile device, just for fun sake.

Also, I've controller support to the UI for a contract. So if you need controller support, now you know it's possible.