Culling Mode: Always Animate!

Something funny happened to me today, I am coding a script to position the camera pointing to the characters and for the target of the camera I was using a joint of this character (the root, so I can precisely track its position for a more cool look in my case). Something weird started to happen, when I had my scene view open the camera was positioning at the correct position, but when the scene view was closed the camera was positioning slightly to the right or left (I am working on the battle system and the camera keeps switching its position and rotation to focus the attacking creatures or creatures taking damage and etc).

The cause of the issue was, the camera was being positioned where the last position of that joint was seen because the culling mode of the Animator of these characters was set to don’t animate the character when the camera was not facing it (Cull Completely), the character was not going back to its original position because I programmed something to change the camera after a part of the animation attack happens (to give a more fluid look to the battle). When the scene view was open I had all the characters and the camera framed to try to understand what was happening and that was causing the animator to update even if the character was not being observed by the game camera.

phew! I was already thinking that there was a bug in Unity’s code that was out of my control, the lesson is: if you rely on positioning stuff based on character joint’s transform, never forget to set the animator culling mode to always animate or you may face similar problems when the this character is not being rendered by the camera!



DevLog #16 Creature 6 and 7 done!

After a long time (again) here I am with something more to show, I’m working a lot doings lots of things that I don’t want to show until I finish with it… and I just did it, finished modelling/texturing/rigging 2 more creature, the creature 6 and 7 this time:

The creature #6
Its concept:


rigging test animation:

And the creature #7:


rig test animation:

I hope you guys like!

Have a nice weekend and until next time!

DevLog #15 First 20 Creatures Concept Done

Hello guys and gals!!

After so much time here I am again with some news, I just finished making the concepts for the 20 creatures that will be available in the game’s prototype that I will release when I also launch the crowdfunding campaign!

I will post a poster with all of them here (which you can right click and visualize it bigger) but you can also visit my other social medias for a bigger version of each creature.

Here are the links for the social medias where I posted them separated:

BUT there will be another creature hidden in the game world that I will not post any images of it, it’s a legendary one.

Ok people, that’s it for today, now I will start modelling these creatures but I think that I will post one by one instead of all of them at once!

See you next time!

DevLog #14 First WIP Video (Battle system, etc…)

Hey guys, it’s been a long time (+2 months), I took all this time because I wanted to do something different so I worked a lot on the visuals to make a little video about the battle system and some other things, you can check the video here:

I will be making more devlog videos from now on so… subscribe!

I also show a little about map exploration and etc.

Here are some gifs too:
This is a preview of the battle system:

This is the player being chased by a hostile wild creature:

Of course, a lot more was made since the last time I posted here, almost the entire battle UI was designed and implemented including the window for switching creatures:

The items window:

Also the creatures summary window:

Note: don’t forget that everything is wip, so, yea, those items icons/descriptions/names/etc, etc are just placeholders, temporary stuff.

I don’t know if I will keep this design forever, but for now, that’s it. Maybe I improve it later.

The battle system also had a lot of bugfixes and improvements (internal improvements), that’s also why I took so long, the creature following coach system had lots of improvements too, now they (if you have more than 1 creature) will follow you in line, they will be instantiated according to your creatures list (of course) and everything just works, you get in a battle, they will be there, they suffer damage, use items in them and when you get out of the battle they will be in the same state that they had in the battle and they will be instantiated behind you again and already in line.

The experience/level up and move points was not implemented yet, so that’s subject for my next devlog.

See you next time!

DevLog #13 Roken, the first level

Hey guys, after about a month working on this level (mainly on this level since I did other stuff too) I can finally call it “done”, in quotes because I will be always iterating and improving it the same way I do with all the other things in the project. It’s a relative simple map, I needed to start with something small because I didn’t have any idea of how I wanted my levels to look like, the grass, the rocks – if they were going to be reallistic or more cartoony – the props and etc, now that I have some kind of idea of how I want my environments to look like the next levels will come out faster and better.

This is the entrance of this level, this level is basically a giant corridor that leads to a cave beneath a volcano.

This is the entrance of the Roken Volcano Cave, which is also a mine.

DevLog #12 One more sample character

Hey guys, one month since the last DevLog haha, so, I just finished modelling the character from the last concept, note that this is not a protagonist, still studying concept styles, also figuring out how I am going to structure the character model (body pieces, clothing, rigging, and etc) to implement the character customization system. And I also decided to use normal maps now instead of painting the clothing folds directly and the textures, as you can see in the model it looks better, since I didn’t decided how the face customization will work I left the same eyes from the last model, I don’t know if I’m going to use textures for the eyes/eyebrowns/etc or model them in the model itself, same for mouth, nose and the rest of the face, I still didn’t decided because both ways has downsides and I still don’t know which way is better for my case.

This time I skinned and rigged and also made the idle animation, I’m going to make the walk, run and other basic animations and improve the idle animation to put it in the game and start use it as my placeholder to walk around the maps and test stuff with him. The map I said I was going to do is almost ready, I am just going to finish this guy to put it in there and take some cool screenshots.

Here is the concept:

And here is the model:

Also note that I’m constantly iterating through my art and everything I develop, so I may improve/change/delete everything shown at my devlogs.

Cheers guys and gals, I hope you have liked.
Have a nice week!