So I started messing around in Unity
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Have you tried to maneuver thrusters, like in Nexus TJI. It could be cool to see that.
This is awesome, amazing to see how it works fine!
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This looks very promising indeed. I had a look at the Unity engine but have to say the $1500 price tag put me off. Saying that, there’s probably a torrent for it available by now somewhere. Quite a few browser games utilise it, thinking of Battlestar Galactica as one of the more popular ones.
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You don’t want to crack Unity. That’d be slightly problematic when, you know, you try to publish your game.
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Like i have the time to write my own game. It may or may not be an issue tbh, i know more people with cracked versions of Windows that all work and update fine. Would it be the same with Unity? Don’t know or care as i refuse to pay $1500 for it so it’s a moot point. There are a few who would pay for it and fair play to them if they do. It’s only worth doing if you have the time and skill to do something with it which clearly Why seems to have
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You do realize Unity has a free version right? You pay for advanced features.
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Freestalker.fr wrote:
Have you tried to maneuver thrusters, like in Nexus TJI. It could be cool to see that.This is awesome, amazing to see how it works fine!
As it is right now all those effects are not easy to change. If I were to take this beyond just a fun little prototype/demo then I would re-write the engine effect code from scratch, and definitely add the little maneuvering thrusters. It shouldn’t be that difficult to do given the proper planning. I’ve already a couple ideas how to do it in a simple and dynamic way.
As for the $1500 for Unity Pro, as FF already said, you’re only paying for extra stuff. Right now the only extra stuff that I’m using is post processing effects like bloom and blur. Without them the game would look a little more like Freelancer. You also lose some really cool features like Render to Target, but it’s all stuff you could build a fully functional game without. The biggest hit for free people is the loss of dynamic shadows.
Quick screenshot without any of the post processing effects. It’s a lot more noticeable in motion, but it’s not like it looks terrible without it.
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Good new! I’m eager to see FL ships with realistic movements!
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Since the last update, turrets now have actually shoot and align with where the mouse is pointing. I also put in a lot of extra cool stuff like having the barrels fire separately. They have visible recoil. It’s a neat effect that you’ll see in the video when I post it. Another cool thing about the weapon firing is that as you zoom out, the effect gets slightly larger. Homeworld 2 did this and it really made distant battles pop. There were also some minor tweaks to how the lens flares work.
In addition I also imported the Dreadnought and added some more waypoints for the AI. The Dreadnought is scaled up from it’s vanilla size based on the size of the windows. It’s actually a pretty good size. It’s much bigger than the Rhino, and the Rhino was already much bigger than the Defenders.
I think is about as far as I’m willing to go with this. I’m not comfortable expanding on this prototype with the current systems in place. If I were to go further than this, I would want to re-write almost everything from scratch to make it far more robust and workable in the context of a game.
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http://www.youtube.com/watch?v=r9Xhjmg3Wf8
And that’s it. Sorry for the double post. This is probably the last video of this project there will ever be. It was a really fun learning experience and I hope to be able to apply it to something someday.
If nothing else it’s gotten me to really think about how a game like this would work. All the physics, some AI, and control issues that all arose were really interesting problems to try and tackle.
Edit: Post ate my video, should be back now.
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Good job 485, I’m trying to figure out how to make it work too.
So…. you are a expert here for Unity now… may i ask something?
The first, i want to know if my idea is good because i’m studying C++ for this:
How the network module work? I heard some rumour (not from the bar) about unity’s network is … suck… is that’s right?
If that’s true, i have to avoid this problem.
So I want to build my main server in C++ code and dynamically control all game contents (And i’ll try to make a structure that LS disdained LOL). And data structure may complicated.
The way i think is i have to build a inter layer server between player client and my server.
The unity engine will connect to the inter layer server which running in player’s client and keep exchanging data with my server.
Then the inter layer server will tells unity what objects there and what’s the status of that object.
And btw: If i can skillfully us unity like i did in Freelancer, ill try to make a whole game (OK, i think all people here with same mind).
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Liking the artillery!
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Very nice Why, very nice indeed!
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The results in that last video of this whole ‘experiment’ with Unity were pretty damn epic Why, very nice stuff. One of these days I hope to watch the development of a fully fledged similar game with correspondingly similar enthusiasm. -Carnifex
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I think this work looks very promising.
More people should get together to form a group of people dedicated to remastering this game.
If enough people are interested, I would look into funding and maybe we could get a project started.
I’ve sent you a message Why485 but ill repeat it for everyone on here:
If you are interested in joining a group of people who have the ability to re-create Freelancer, then add me on Skype and we can talk. My Skype username is AussieBacom -
Nice work Why, incase you’re interested I actually went as far as getting a server and database running using a beta version of a network solution called SlimNet. Complete with login and char creation and so on. I had alot of the syncing done aswell like NPC paths and bullet hits stuff like that.
There was alot of other stuff aswell like radar, the guns following the mouse pointer, turret view and so on. I had the flight controls working pretty well, they did still need a fair bit of work though, there was some niggly things wrong with them, like engine kill messing up in some situations.
I did borrow some of the code from the one the Russian guy started.
I also had some other stuff working like system transitions, although that’s all it was was going from one to another, no effects or transition sequences or anything.
Also had planets with gravitational pull and various other things.
I do still have all the files some where, let me know if you want them and i’ll send them to you, you can use what you like or use none of it at all.
I had planned on continuing with it but just couldn’t get the help and it’s not really a one man project.