[QUOTE=Kylel999;51659967]Wow from this and the gif, on my phone atleast, they absolutely look real. Its really unsettling and I love it.
Do the tail/brakelights on the car light up the environment red? I think looking in the rear-view mirror and seeing everything in that red color is pretty spooky.[/QUOTE]
Happy to hear that :smile: Yep, the taillights do light the environment red.
[QUOTE=ApertureXS200;51660626]so is it going some sort of My summer car - like game where you have an objective all while surviving? Improve and customize your old car/pickup/truck to escape this hell? Makes it stronger or faster?[/QUOTE]
[QUOTE=bigbadbarron;51670545]I expect its more like the MGS of car games. in the darkness of night you must do your best to navigate while avoiding chasers. Headlights are necessary to see where you are going but can be seen by enemies, starting a chase.[/QUOTE]
Kind of a mix of both. Depends on you, if you want more stealth or more confrontational action.
Here's a recent video from the perspective of a chaser:
[video=youtube;2oEprCvuiuc]https://www.youtube.com/watch?v=2oEprCvuiuc[/video]
What on earth is in those cars?
[QUOTE=Ott;51743813]What on earth is in those cars?[/QUOTE]
Looks like three babies singing Bohemian Rhapsody
Fucking water droplets on the windshield getting illuminated by the car infront's tail lights, sheeeit
[QUOTE=Ott;51743813]What on earth is in those cars?[/QUOTE]
Babies :ohno:
[img]http://i.imgur.com/GmXhHGZ.gif[/img]
Did some tweaking of the engine sound:
[video=youtube;CCMVqZK2dSk]https://www.youtube.com/watch?v=CCMVqZK2dSk[/video]
Still far away from how it should be sounding - high-revving engine here:
[video=youtube;r4DJthD9A-g]https://www.youtube.com/watch?v=r4DJthD9A-g[/video]
...and typical transmission whine:
[video=youtube;neLy49bMmqc]https://www.youtube.com/watch?v=neLy49bMmqc&t=461s[/video]
Also started testing how it would look with real volumetrics:
[img]http://i.imgur.com/D8RbpUx.gif[/img]
It really seems to be missing the clunks and screaks of shocks reacting and absorbing bumps. The engine and tires also sound as though the viewer is outside of the car, so some amount of muffling would do wonders.
[QUOTE=A B.A. Survivor;51815857] The engine and tires also sound as though the viewer is outside of the car, so some amount of muffling would do wonders.[/QUOTE]
imo a selective low pass filter around 1kHz would work pretty well with some tweaking, and the snapshot functionality in Unity's audio mixer is a godsend for this sort of thing (interior/exterior snapshots)
[QUOTE=A B.A. Survivor;51815857]It really seems to be missing the clunks and screaks of shocks reacting and absorbing bumps. The engine and tires also sound as though the viewer is outside of the car, so some amount of muffling would do wonders.[/QUOTE]
[QUOTE=lexus04;51820783]imo a selective low pass filter around 1kHz would work pretty well with some tweaking, and the snapshot functionality in Unity's audio mixer is a godsend for this sort of thing (interior/exterior snapshots)[/QUOTE]
Totally agree - thanks for the feedback :smile:
Further volumetrics testing:
[img]http://i.imgur.com/eZU3FjN.gif[/img]
[QUOTE=SoulChallenge;51831710]Totally agree - thanks for the feedback :smile:
Further volumetrics testing:
[img]http://i.imgur.com/eZU3FjN.gif[/img][/QUOTE]
what the shit
are we just blowing past the demon babies in the back seat
btw in case you're curious, here's my clunky implementation of suspension creaking in my game, there's a float in the wheel script called compression that is max suspension travel minus current spring length, and with that I calculate its delta (dCompression) over each 12 FixedUpdate frames (could perhaps be done better with a coroutine, but I CBA to rewrite it at this stage and it's not that bad on performance):
[code]void FixedUpdate() {
if (frames == 12) {
dCompression = compression - lastCompression;
lastCompression = compression;
frames = 0;
}
}
[/code]
then pass it onto my sound manager and calc&clamp pitch and volume and play it.
[code]
if (wheel.dCompression > 0.07f&&wheel.onGround) {
if (creakSource [k] != null) {
creakSource [k].pitch = creakPitch*Mathf.Clamp (wheel.dCompression*4,0.55f,1.2f);
creakSource [k].volume = Mathf.Clamp (wheel.dCompression,0.4f,1)*creakVolume;
if (!creakSource [k].isPlaying) {
creakSource [k].Play ();
}
}
}
[/code]
[QUOTE=venom;51831724]what the shit
are we just blowing past the demon babies in the back seat[/QUOTE]
I think you're seeing things man, I don't see any demon babies in the back, nope, no sir. Just a nice country drive. No demons.
[QUOTE=D3vils Buddy;51831857]I think you're seeing things man, I don't see any demon babies in the back, nope, no sir. Just a nice country drive. No demons.[/QUOTE]
Oh okay cool so I should go see my psychiatrist then
So we got a cute cartoon bunny protagonist, goofy stocky thugs, and then horrific eternally-tormented demon babies
[QUOTE=lexus04;51831818]here's my clunky implementation of suspension creaking in my game[/QUOTE]This is cool. I just play a combined thud & squeaking sound whenever a wheel begins contact with the ground.
This game is terrifying
[QUOTE=lexus04;51831818]btw in case you're curious, here's my clunky implementation of suspension creaking in my game, there's a float in the wheel script called compression that is max suspension travel minus current spring length, and with that I calculate its delta (dCompression) over each 12 FixedUpdate frames (could perhaps be done better with a coroutine, but I CBA to rewrite it at this stage and it's not that bad on performance):[/QUOTE]
Well, that's an elegant way to do it :) I'm using a clunky approach for calculating compression speed using "InvokeRepeating" twice and then calculating newCompression - oldCompression...
***
I think the volumetric lighting is well worth it - really adds to the atmosphere:
[video=youtube;U4Gmibzwg4g]https://www.youtube.com/watch?v=U4Gmibzwg4g[/video]
If I had a boot full of demon babies, it probably stop the car and throw them at the person chasing me.
This is absolutely gorgeous. I wish there was a way for me to help, but alas I'm not as talented. I'm blown away by how amazing this is.
[QUOTE=-Xemit-;52190879]Any progress on this? I want to see more creepy shit bouncing around inside crappy cars[/QUOTE]
The next thing bouncing around will be you, the players :dance:
I'm working full-time on the tech demo, alone (+ I have two small kids - those in the same boat will know what that means). Progress is kind of slow, but I think I'll manage to release it before summer is over.
[img]http://i.imgur.com/kOIG1Ck.gif[/img]
[QUOTE=SoulChallenge;52303297]The next thing bouncing around will be you, the players :dance:
I'm working full-time on the tech demo, alone (+ I have two small kids - those in the same boat will know what that means). Progress is kind of slow, but I think I'll manage to release it before summer is over.
[img]http://i.imgur.com/kOIG1Ck.gif[/img][/QUOTE]
Holy shit
Those reflectors in the guard rail look so good too, such nice work on the details!
This is fantastic, I'm so glad to see you're still working on it.
I think this game looks more realistic than life itself...
Like...dude, stop! It looks too good!
I mean, don't stop...but stop!
will there be something like g27 support? like clutching and switching gears
my brother was telling me about this game a couple of months ago and i told him i think someone from facepunch is working on it so there you go.
amazing looking ai, i take great interest in ai and in particular making ai behave more humanly.
Damn dude, keep up the polishing, a really solid public tech demo could get a lot of attention
I hope this will progressively grow into more of a nightmare, because you're good at that sort of stuff.
saw this in my subs and had to share it
[video=youtube;peLAsvLwWYU]https://www.youtube.com/watch?v=peLAsvLwWYU[/video]
sounds super eerie, fits the mood perfectly
-snip-
[QUOTE=venom;52303833]Those reflectors in the guard rail look so good too, such nice work on the details!
This is fantastic, I'm so glad to see you're still working on it.[/QUOTE]
Thanks! Yeah I thought the reflectors could help a bit with spacial orientation.
[QUOTE=Avager;52305331]I think this game looks more realistic than life itself...
Like...dude, stop! It looks too good!
I mean, don't stop...but stop![/QUOTE]
lol. Well I finally stopped fine-tuning the visuals. I'm quite happy with the looks now. Volumetric fog helped achieve that.
[QUOTE=otaviomad;52305686]will there be something like g27 support? like clutching and switching gears[/QUOTE]
Not for the tech demo which will be M&K only (anyone interested in gamepad support?). Manual gear switching will be an option.
[QUOTE=Pat.Lithium;52306589]my brother was telling me about this game a couple of months ago and i told him i think someone from facepunch is working on it so there you go.
amazing looking ai, i take great interest in ai and in particular making ai behave more humanly.[/QUOTE]
Thanks, I'm happy you like the AI's behavior!
[QUOTE=AugustBurnsRed;52307196]Damn dude, keep up the polishing, a really solid public tech demo could get a lot of attention[/QUOTE]
"Wax on, wax off" :dance:
[QUOTE=Paul-Simon;52310523]I hope this will progressively grow into more of a nightmare, because you're good at that sort of stuff.[/QUOTE]
It should, although the tech demo won't be genuinely representative: I'm planning to gradually increase the nightmarishness during progression in the final game.
[QUOTE=Marbledemon;52442157]sounds super eerie, fits the mood perfectly[/QUOTE]
Great! Glad you like it :smile:
[img]http://i.imgur.com/Ky48CNf.gif[/img]
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