NokiMo
shibagani48
shibagani48

patreon


Weekly report

Hello everyone!
Let's check the progress!

#3D from 2D

When creating the background, I have to decide whether to express it completely in 2D, or to make it 3D for depth. The grid stage looks simple even if you look at it three-dimensionally, so let's practice using it.

It was surprisingly easy! Let's add some lights.

It might be a little too bright, so I'll leave the lights off.🤔

# Easy modeling work

The grid stage looks fine, so let's move on to the hell stage, which is more difficult to make. Since the hell stage is just a flat image placed according to the depth, there is no need to create a full-fledged 3D model.

However, it is necessary to edit the shape of the polygon to some extent, so I will try using probuilder, a 3D model editing tool of unity. It can't do complex modeling like blender, but it's enough for the 3D model used in this project.

As a practice, I made a model of a treasure chest and applied a texture to it by appropriately assigning UVs. What a terrifying treasure chest! I also floated squares.

# Camera adjustment

Up until now, the camera settings have been orthographics ignoring depth, but we have to change it to perspective so that we can handle 3D.

I also adjusted the camera position accordingly. Until now, I felt that the camera was too close to the character, so I will try to pull the position of the camera a little more.

Also, when I fixed it by expanding the range of movement a little, the bug occurred again, but it was fixed immediately.

I also changed the camera work at the start of the round.

# Fly sparks

Since there is lava in Hell, I will use particles to express sparks. I want to place it behind the background, but for some reason it is drawn in front. In unity, there are multiple draw order determinants such as 2d, 3d, materials, and shaders, so I had a hard time identifying the cause. After all, I was able to collectively control the sorting group component, so I decided to use this method for the drawing order.

Next, I would like to add a process to make sparks glow. Post-processing is famous for making the screen glow, so I tried that too, but for some reason it didn't work. Knowing that the URP environment uses different components than normal post-processing, I will try that as well. This time I succeeded, but the whole screen glows, not just the sparks. I struggled a lot with this issue. I didn't want to do it too much because it was difficult to do with just the basic settings of the inspector, but I will touch Shader Graph for the first time in a while. First, connect the nodes to create a glow shader. This shader alone cannot make it glow, so the global shade that was applied to the entire screen earlier is required.

It seems that it was necessary to set the threshold and decide what to shine. By setting the color to HDR, I was able to make only the particles glow!

# Completion of blueprint of Hell stage

After that, I tried various ways to use post-processing, but it didn't work. However, it can be handled by using lights and adjusting textures individually, so this time we will break through. In addition, we prepared a script for infinite scrolling of the background and adjusting the position of the background parts according to the camera position.

Next week, we will complete the hell stage based on this.

#Next week plan

That's all today.
Have a nice day!

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Comments

It's so cool to see the process of making a game.

Sanikyu


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