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Open Commissions

Terrain help for SHMUP

MNDV.ecb
Wednesday, December 2, 2020 - 10:19
MNDV.ecb's picture

Hello all and hope you are well.

Working on a SHMUP, have working code, Unity setup and enemies, etc. The only thing really holding me back is the terrain, which consists of a series of grids which activate and deactivate as the player rig passes them. Having a hard time getting them to look good / convincing and i need help.

I'm willing to pay for some guidance / assistance. If you are good at terrain and can create a long track of it that looks convincing then please contact me here. The terrain would probably be something like 8x96. I can cut it up for repeating sections, etc.

Pointers to resources and guides would be much appreciation!

Thanks.

Image is of the programming art I'm starting with to make things simpler! EDIT: ADDED SCREENSHOT FROM CURRENT TESTBUILD.

Levels required for this game are:

Coastal approach
Desert
Cityscape
Farmland
Riverbed
Mountain Pass

Attachments: 
Preview
shmup.png shmup.png 993.9 Kb [1 download(s)]
Preview
pa.png pa.png 64.9 Kb [0 download(s)]
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theidiotmachine
joined 9 years 2 months ago
Friday, December 4, 2020 - 01:23

OK posting this is killing me, it keeps blowing up. I am going to do it para by para to see what is wrong.

Edit: I found it! sorry for all the spam. I posted the problem in the feedback forum.

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theidiotmachine
joined 9 years 2 months ago
Friday, December 4, 2020 - 01:23

Hi MNDV! I am not after your commission, but I have some experience with this. First your screen shot is nice and I don't know what you dislike about it! As someone who did this a very long time ago here is my opinion.

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theidiotmachine
joined 9 years 2 months ago
Friday, December 4, 2020 - 01:24

I think terrain is hard in this sort of game for a bunch of reasons. The first is that the texels on the terrain always look big compared to the hard edges of the polys of the objects on it, meaning it looks blurry. You can soften the edges of objects with blobby shadows to try and reduce the contrast. Depth of field wasn't a thing when I did this, but maybe you could try that on the tanks.

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theidiotmachine
joined 9 years 2 months ago
Friday, December 4, 2020 - 01:24

Then, you want a multiple layer approach to the terrain. Ideally your texture won't have baked in lighting, and you'll use a mesh and light the terrain. You want lots of little flashes to bring out the shape, so every time something blows up it will have a brief light that will light that patch of ground. That brings variety.

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theidiotmachine
joined 9 years 2 months ago
Friday, December 4, 2020 - 01:24

Then things like trees and hedges should be layered sprites. Draw a bunch of blobby green billboards at different heights for a sort of fur effect. Trees can have these angled, too, away from the central trunk. You can weave tanks under them. Obviously lighting this is harder. You will need to cheat.

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theidiotmachine
joined 9 years 2 months ago
Friday, December 4, 2020 - 01:24

Water is tough. Sea, I have never done but is -- I think -- an animated mesh. Look at google earth to see what sea looks like from above. Rivers should be static. But you want them to sparkle somehow, so that's another layer.

Buildings need to be meshes. A city scape is much tougher than the other terrains you want to build because it is so much more complex. Consider not doing it -- what about a road with gas stations and drive thrus? That will be easier. If you can, get windows to reflect light too.

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theidiotmachine
joined 9 years 2 months ago
Friday, December 4, 2020 - 01:24

Lastly I have a 'ten seconds of fun' rule. I try and imagine how much fun a feature will have versus the cost. For something like terrain which is fundamentally not part of the game and will probably be mostly ignored, you need to think very carefully because the cost is high for those ten seconds. I think the thing you should do is make the terrain interactive, because that's where the fun is. Leave scars on the ground where you miss and stuff explodes. Have trees burn, petrol tankers explode, birds fly away, maybe even a herd of sheep bolt across the field. All these will distract from the terrain itself, and you won't need to worry so much about a blurry texture.

I dunno, just my 5c. :)

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MNDV.ecb
joined 7 years 10 months ago
Friday, December 4, 2020 - 10:45
MNDV.ecb's picture

Thanks, theidiotmachine! We are totally on the same page; i've implemented most of the features you've mentioned already, but these are all great suggestions and reassure me that my choices are in the right direction.

I think your advice on the city is a good idea. The boss is going to take off from the airport as an homage to raiden, so i can briefly pass through a few blocks of the city proper, the rest can be more sparse / industrial as the airport nears. I'm going for near-full destructibility (already coded for and starting the models) so keeping it simple is a good idea. When i have money i can hire people to help with the sequel ;p

Water layers would give it more pep, see attached... I will look into that. Also the trees! I will try that, too.

Thanks again for all your advice.

Attachments: 
Preview
water.png water.png 1.2 Mb [1 download(s)]
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theidiotmachine
joined 9 years 2 months ago
Saturday, December 5, 2020 - 02:29

Hey! No worries, glad I at least reinforced your current path. Treating trees from above as fur and plains is not my idea fwiw: I knicked it from a game I played!

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theidiotmachine
joined 9 years 2 months ago
Saturday, December 5, 2020 - 02:29

Also that screenie is gorgeous, looking forward to some videos

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