Receiver

Receiver

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Raven Apr 25, 2015 @ 12:01am
Receiver unity 5 remake
F.A.Q

1 Q: Is the game remake official?

A: Wolfire has had positive reactions to the remake. I have official permission to make it.

2. Q: Will you be selling the game yourself?

A: No. I will send the final product to Wolfire for official distribution.

3. Q: Will the game have multiplayer?
A: no.

4 Q: Can I be a tester?

A: There will be closed test to check specific platforms and pc configuration ranges.

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I will be posting updates on my unity 5 remake of receiver here.

UPDATE 2016-01-08
Working on procedural room generator

Dynamic walkways
https://3draven.files.wordpress.com/2016/01/room_gen1.jpg

Basic window script (a start)
https://3draven.files.wordpress.com/2016/01/windows.jpg

Basic room with doors (walls will be later on replaced with procedural mesh)
https://3draven.files.wordpress.com/2016/01/basic_room.jpg

Automatically generated ceiling lights

UPDATE 2016-02-22

Found some time this weekend to push the project forward a bit even with my looming deadlines.
Procedural cutting of mesh walls can now overlap and auto generates the needed slices for all holes

https://3draven.wordpress.com/2016/02/21/cutting-success/

Next step is calculating the uv mapping and adding thickness



UPDATE 2016-01-01
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-- Slowly porting over the whole code to C# --
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- take out / insert magazine
- fire gun
- empty cases eject from gun
- mouse look fixed (gun still doesn't follow)
- cheat codes work
- cheat messages update
- game loads with player and room with no null pointer exceptions
- new main holder object for guns / items / ammo (no more old gui script integration)
- bullet scripts work (collisions hit and keep decals)



UPDATE

New v-ray ambient occlusion test
https://3draven.wordpress.com/receiver-rem/receiver-screenshots/#jp-carousel-205
Getting some nice clean textures from the bake.

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Multiple Weapon pickup and dropoff working (can pick up max 2 weapons). You have to holster your weapon to pick up the next one. Weapons can be thrown. Now the main question is how to swap weapons?. Scroll wheel? What if someonce doesn't have one??

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Segmented area rework in progress

https://3draven.wordpress.com/receiver-rem/receiver-screenshots/#jp-carousel-173


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For people who do not want to search through the forum to get fresh information you can periodically check a wordpress page I've setup to display new info about the project

https://3draven.wordpress.com/

Progress is on slight hold untill I get some software / hardware issues sorted out. I need to wrap things up on the modelling side while autodesk sells perpetual licenses.
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05-.12.2015

New software locked for future projects. Refreshing my Maya knowledge and brushing up on some Z-Brush.

Got a prototype up and running with a new occlusion system with a AABB test that will shut off adjacent rooms when they are not visible. Just have to migrate the code to take into account a group of portals instead of one.






Screenshots from the past week (05.06.2015)

https://drive.google.com/folderview?id=0B_hiOdM0yWeufkMtTm1SVVdXUnN6aFFnSEJwOVZaenhGNnZLY21YUzFjSGZEbGtwS1JTOXc&usp=sharing

- Most modelling is done. Only the 10th block could use some extra polish.
- Object pooling working for player objects (bullets, empty shells)
- Shared pooling for turrets will be worked on on Sunday.
- High poly counterparts for ac / cooling system in place.

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I've been mostly mapping levels and fixing some collision boxes here and there. Still need to deactivate level areas after a certain distance.

The 60 fps drops to around 30 after around 20 rooms. Will be fixed though ;)
Object pooling will be introduced at some point too.

Some screens

https://drive.google.com/folderview?id=0B_hiOdM0yWeufndRNUstNHJuWmtaWTdkblVKZmRDUE5nY2VzY1huLUFfRmlvVExPTWVQbVU&usp=sharing

Textures are mostly placeholders for uvs
Last edited by Raven; Mar 2, 2016 @ 10:50am
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Showing 1-15 of 4,245 comments
Glad to see somebody's giving up their time for the good of other people.
Thanks. :)
Raven Apr 25, 2015 @ 2:05am 
Well it's a fun game to play. Would be a shame it the slight bad rep it got for performance would put people off to the idea of that style of gameplay.

I\m doing it mostly as an experiment to test some optimization mechanics & giving it a slight upgrade in visuals.
Dr. Death Apr 25, 2015 @ 2:44am 
Defeats the point of the game, but try adding an endmap, so that unused rooms or the ones that are so far away bullets just wont reach them will not be rendered
Dr. Death Apr 25, 2015 @ 2:47am 
Another suggestion after looking at the screenshots:

1- please make it possible to disable blur
2- Since it seems you are not gonna use the original game's art style and you are going for a more realistic graphic, try to add more detail to everything. Things like gun markings, gun scratches, mostly on the drones tho.
3- The mod that add more guns to the original game seems to have slow dev due to problem with adding stuff, keep in mind that people might want to add stuff if you dont, try to keep the code clean and flexible, maybe that way we can actually see two-handed gun and shouldered gun simulations.
Raven Apr 25, 2015 @ 2:58am 
All image effects (DOF, film grain, ambient occlusion etc) are toggle'able from the options menu :) I'm doing some distance checking against the level bounding box and if its past a certain region it will be disabled.
Phyrric Apr 25, 2015 @ 4:11am 
Did you get word from the devs about publishing this?
Raven Apr 25, 2015 @ 4:26am 
Still no answer from them. I've sent two emails so far. They've been having some tech problems on their forums so maybe they're swamped with emails at the moment
Raven Apr 25, 2015 @ 10:36am 
10th largest area finally remeshed and UV mapped.....that was a lot of rooms. Time to add in destructible glass.
Reuter Apr 25, 2015 @ 12:43pm 
You're the boss!
Raven Apr 25, 2015 @ 12:47pm 
Looking forward to finally getting it 100% playable. Early tests of the culling system got up to 70 fps at times. All depends on how the final version will function with all levels textured and loaded.
Decentsauce Apr 25, 2015 @ 1:59pm 
Guess I'll wait till this is playable for better fps and less noise from my computer. :) Played the original for a hour a few days ago and I liked it quite a bit.
Lil Pasta Salad Apr 25, 2015 @ 2:35pm 
If you added a barebones deathmatch mode i would offer myself to you sexually forever
Raven Apr 25, 2015 @ 2:42pm 
Well I will probably be looking into some form of co-op for tests later on so I might as well test it on receiver. Not promising anything soon, got to do my day job too :P
Raven Apr 25, 2015 @ 2:43pm 
The game would need more objectives to be fun that way though
Dr. Death Apr 25, 2015 @ 3:02pm 
Originally posted by Lil Pasta Salad:
If you added a barebones deathmatch mode i would offer myself to you sexually forever
Thats not gonna happen anytime soon, not with raven alone. Unity is not the base game for online games, So he needs to create a netcode all by himself, an AFAIK there is no playermodel, just a big box with a camera attached to it. On top of that, he needs to add multiple gun integration unless you want everyone to carry the very same gun all the time. Then there is the map issue.
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