Let's Try Somethign New
Feb 15, 2017
Last PostSociety On Hold
Trying a Little Something New
For those of you who like to make games. We created a new page, called the "Links and Recommendations" page. Every time I watch, or read something that's either interesting, or helpful, it will be will over there. Most of you probably already watch GDC talks, but if you want to know my favourites, or don't have time to weed out the good ones, I got your back. Right now there is 2 tutorial channels that are definitely work checking out, one is "Makin' Stuff Look Good In Video Games," and the other one is Quill18Creates, who just posted a tutorial on multi-threading in Unity. So check it out if your into that kind of stuff.
The Road Map for Tutorials
As for me, I released a couple tutorials, one on creating a tile substance in Substance Designer, and another one on budget Motion Capture. In the near future I plan on making an extensive Substance Painter tutorial, which will extend into substance designer to show you how to customize the textures you made in Unity, or Unreal, or any engine that supports substances really. Also on my to-do list, is a tutorial on Unity Editor scripting, it will probably teach you how to make a "Custom Spawner," where you create "Parts" for your GameObject, and then in the inspector, you can choose between which GameObject, which part, and finally which Part Variation you want on your object you spawn with. Now this doesn't just have to change visual aspects of the object, lets say its a door, one knob has a lock on it, and the other is just a knob. Just by changing the knob, it will let your game know that it is either locked and unlocked. That's just an example, it gets a little more advanced then that, but even if an Object Spawner isn't your first choice for an Editor Tool, these techniques can be used in a variety of tools, and you need to start somewhere.
What I've Been Doing, and What's Almost Here
And then last but not least, I'm in the middle of getting an asset pack ready for the store, its going to be a full Scene, with inter-changeable pieces (Well, the inter-changeable is on my list), full with all types of indoor and outdoor assets to populate said scene, the assets will all have scripts to make the assets intractable and properly function in-game. Plus there is going to be some editor tools to make the work flow much smoother along with all that. But if you just want the Editor Tools, they will be released separatly on the store as well. I will post some screen shots soon.
The Lifer Contest
I guess this is actually last, oops! If anyone is interested in winning some stuff, Little Rain Games is going to have a contest. Its really easy trust me. All you have to do is guess the name, or city of the screenshots I'm going to post. Who ever guesses first will get all of Little Rain Games assets, and games for free, for the rest of your life. So everything we release in the future is yours to play, or commercially use in your games! How fun! I will give you a hint, the asset pack is actually recreated from this place, and its a prison! If no one can guess, then I guess I'll have to think of a way to select the winner. And then I will be in a prison owing you my content for life!
Multi-Material Shader Finaly Released
I uploaded my final version of the Multi-Material, will not be making any changes to it from now. Specular is gone also. There is now also a DX9 fallback, so its usable on DX9 machines as well, just no tessellation. You can now tessellate/Extrude per "Material," instead of being forced to apply it to all 4 of them. I need to note though, for Metallic, it uses the Red channel, Occlusion uses the GREEN channel, Specular Color uses the BLUE channel, and Smoothness uses the ALPHA channel. I'm not talking about the splat channel, in the MetallicSmoothness textures, that's how you have to set things up. Even though it is a metallic texture I gave you the option to change the ambient Specular Color. And for world space occlusion, its the alpha channel of the splat map.If anyone is wondering about the PBR Material pack I had planned, its now going to be apart of the new Pack, although I will probably release a smaller one for free.