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Lego Rock Raiders in Unity (Canceled)


Rogod
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@Terrev

That's roughly how I intend on doing it.
I will probably make it so that if the raider has one skill, their texture will change to that class, but if they have more than one it'll be chosen randomly from their available skills. (That way a fully trained team will still have variety.)

 

@tomfyhr

Both of these are minor aesthetic details I deem unimportant for the current state of the project while I work mostly on the gameplay.

Building plates will come eventually (probably when I get building sites & the rest of the buildings working).

The only reason there exists a vehicle at all is so I can start working on the associated functionality and gameplay mechanics.

 

If you can do the models better, by all means offer them up for inclusion in the project. (At the end of the day, my rushed attempts seem pretty faithful and higher detail than the original.)

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Mikkel246

will you make it so we can change the speed of the game? :)  It would be great for stress testing and a faster way to find bugs. 

 

 

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@Mikkel246

Ideally yes, I'd like to make it so the game speed can be changed as with the original. However there may be some limitations to this that restrict the range more than the original.

This will likely be one of the last things I address in the game, however, as it will affect lots of things simultaneously.

 

I am pleased to see the game can handle numerous ores and crystals (all rigid bodies) dotted about and at least 60 rock raiders in play, all without any visual degradation (no micro lag as AI computes or lowering of framerate below 60). This allows me the freedom I had hoped for with the larger maps I intend to make available for the enhanced edition. [Benchmarked on a 970GTX & i5]

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Mikkel246

I have the same specs as you, i also tried to push the game today with around 70 raiders and a lot of buildings and it still run perfectly :D 

 

any info for the next update release? 

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Not a lot of info on v0.07 yet as I do most of my work on this at the weekend.

Hopefully I'll have the geological centre (and radar therefore) & small transport truck doing something as the models are now in. (This may extend to getting the upgrade station doing something too but we'll see.)

Above all though I'm desperate to get the building sites working.

I also want to see if I can get the raiders moving a bit more organically so they're not walking through eachother the whole time and walk up to the wall they're digging rather than standing a tile-width away from it.

On top of this there'll be the usual few bug fixes & tweaks.

 

In v0.08 I need to start ripping map info out of the original maps to put into the newer readable format.

So far I've been manually entering all the map data in through Notepad++ which is not going to be feasible long term. (Yeahhhh I entered all the floor-heights into Frozen Frenzy manually :( I'm sad)

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lol username

Is the game built at the same 3D scale as the original? 40 units per tile, LEGO models at the same scale, etc.

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No, I was unaware of the scale when I started it.

The tiles are 1WUx1WU.

Everything else is just being scaled to that by eye I'm afraid.

Maybe this can be addressed if it becomes an issue in future. :)

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lol username
1 hour ago, Rogod said:

No, I was unaware of the scale when I started it.

The tiles are 1WUx1WU.

Everything else is just being scaled to that by eye I'm afraid.

Maybe this can be addressed if it becomes an issue in future. :)

Alright, well if you do - in the original game, a 1x1 LEGO brick is 2.5 units wide and 3 units tall (not counting the stud). So the 40x40 unit floor tiles are the same size as 16x16 stud LEGO baseplates. The buildings and vehicles are generally modeled accurately/consistently in dimensions, though I'm not so sure about the minifigures, it looks like they modeled those a bit more loosely. Unity assumes 1 unit = 1 meter by default, so if you wanted to go with the original game's scale it'd probably be a good idea to adjust the gravity (since you're using physics for some things, right?) and audio dopplar settings accordingly.

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This kind of detail will probably be one of the later things I do on the project, but I appreciate you giving me the measurements to do it accurately. :)

Ah that reminds me, I actually need to fix the 3D sound stuff soon. (I had planned to do that for v0.06 but it slipped my mind - you'll notice you can hear any wall breaking from anywhere in the map :P )

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scrn41.PNG

Big push on v0.07 tonight.

There are already a lot of nice improvements from v0.06 but I want to try and get a few more awesome things in.

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scrn43.PNG

While these vehicles will be in v0.07, they won't do anything. (Just a head's up :P )

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scrn44.PNG

Finally got the building sites working. - The raiders don't place the barriers themselves, but will still have to go and collect the resources themselves.

 

v0.07 coming in the next hour or so. :D

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I can't take any money for this - even though Data Design Interactive is defunct, Lego Media is defunct & the RockRaiders trademark has expired, this is still a Lego game - I'm merely reviving something we all love.

 

Also don't worry, I do this in my spare time, money isn't what I'm after: a playable RockRaiders is what I'm shooting for here. :P

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The best way for anyone to support this project is to play the heck out of it. :D

I can only do so much play-testing. :P

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Mikkel246

I have found some small things

 

you probably know this xD http://prntscr.com/f54fu3

 

they will only use the first power plant  not the Closest one

 

don't match the ground http://prntscr.com/f54fq5  - http://prntscr.com/f54pc9

 

don't spawn too many vehicles xD http://prntscr.com/f54j3s somehow I spawn a car there http://prntscr.com/f54nbr  and here http://prntscr.com/f54o03 

 

the dialog overlaps each other "crystal crystal crystal found"  

 

I feel like the raiders are slower than usual, but I'm not sure 

 

I just notice you can see the buildings under the map :ohttp://prntscr.com/f54yal

 

The back button don't work http://prntscr.com/f557tu 

 

 

I will update if I find more :D 

 

And I found Jesus xD http://prntscr.com/f54x3l on lava to http://prntscr.com/f54z4b

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@Mikkel246

Yeah these are all known.

The buildings one will be addressed when I come to do object spawning properly in maps (like the crystals in the middle of the lake).

The vehicles will all be dealt with in one go when I make them usable.

The dialog overlapping is something I plan to address next version as there'll be a few more to add as well.

I did slow the raiders down because I realised they were a bit fast in the last version when compared to footage of the original game. - I had to do this to ensure the rate the air supply ran out was in keeping with the difficulty to create a support station. - All variables like this are subject to change anyway as things balance out over time.

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Mikkel246

I tried the game on my old laptop (3 years old, i7 and GT 650m ) and the game run smooth, except when there's a lot of ores on the ground "40+"  then the game slows down for about 2 seconds and then run smoothly again.

 

will make more tests on even older laptops, because I have a lot of them xD

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