i really like what youre doing with the game, the lights and textures look better now, it really fits to the skymap now. more than the original game even
i like the rain, it makes it more blade-runner like. really shouldnt be white though but should reflect the actual light in the scene. maybe use the last frame to trace some reflections / refractions? or just enable lighting / use some transluent material on it. idk what the current tech on rain is. could help you with that though
though this has no bottom, you could add increased fresnel on wet surfaces, splashes, drops on the lens etc
i guess this is the high end of rain effects
Re: [i tried] receiver in unity 5
Posted: Mon Sep 21, 2015 2:59 am
by 3draven
Nice rain reference. I will be adding a second particle system for when rain hits the ground. I'm still focusing on performance fixes at the moment, but I'll try to get it more realistic once I get to the eye candy stage of deving
Re: [i tried] receiver in unity 5
Posted: Mon Sep 21, 2015 12:26 pm
by 3draven
Fixing up the ui. Implementing drop-down lists for most options now. Revamped the slider UI. Check-boxes still need an overhaul graphically
looks really nice
also the orange pipes in a blue room are genius
Re: [i tried] receiver in unity 5
Posted: Thu Oct 01, 2015 4:17 am
by 3draven
Working on a desert eagle model.
Re: [i tried] receiver in unity 5
Posted: Thu Oct 01, 2015 9:16 pm
by Hyomoto
Huh. I guess it pays to check in on an oldie once in a while. I'm guessing this is still a while off but it will be nice to see a concept that really does deserve a bit of iteration finally getting it. Hopefully your work makes it easier on other people as well, thanks for working on it!
Re: [i tried] receiver in unity 5
Posted: Thu Oct 29, 2015 2:25 pm
by spaceman00
Stuff that would be awsome to have:
This stuff would be related to receiver idea of detail that guns have.
One cool idea is to have batteries for the lights.
Another idea would be to have an actually tape player, it would require batteries (including one tape player that need the same type of battery as flashlight would be good), player start with an tape player (but can still find them), to win the game the player need to play all tapes until they finish playing.
If wanted a harder setting could exist where you dont even start with the tape player and need to find it.
A pretty lacking thing is also a very detailed inventory system.
Re: [i tried] receiver in unity 5
Posted: Thu Jan 07, 2016 10:37 pm
by 3draven
More updates on the remake.
Working on a fully procedural room generator. Still in the early stages though.
All code rewritten to C#.
More details at https://3draven.wordpress.com/
Re: [i tried] receiver in unity 5
Posted: Fri Jan 08, 2016 2:07 pm
by Thomason1005
huuge respect for still working on this and the progres youve made.
procedural rooms aint easy though. especially with the way unitys lighting works.
but i wish you good luck with it
code in c# is always better... i hated unitys "javascript"