As of late, I’ve discovered a special interest in free games. Not ‘free to play’, but free as in ‘created just for the sake of it’. I think such games have a different quality to them. Like a footprint. No external motivation, other than the itch to experiment, to share a thought, or for the mere fun of it. Another thing is: most of free games are rather short. You can easily enjoy them in one session, which is good for people like me. My attention span and/or time management tends to be jumpy.
There are a lot of great free games out there, and I’m just about to start digging deeper. Since I’d like to share what I find, feel free to follow this new and exclusive Carrotflix Series (with undefined frequency, plus a name that may change (since names are very important to me)).
Hope you enjoy episode 1.
Cheers, Patrick T.
Hello again, it’s a meeeee Thermo-Man 😛
I made a mistake! I assumed, the shader creation would be easy, that i just have to calculate the distance from a BattleBlock center to its extends and map a nice color onto it. And boy, it was easy and fast. But then i realised, that this will work only for more or less cubic blocks. But what’s with the other blocks? Like laserguns with their 3×1 layout? My shader didn’t really handle that very well…
This time i’m diving deeper into the heatmap look development. To be able to easily distinguish your Battleconstruct form the background, i decided to go with 2 seperate shaders. One heightmap based for the level and one distance based for the BattleBlocks. Just made a quick photoshop mockup of how the viewmode would look inside the game:
In the upper left corner you can see the new viewmode toggle button to switch between different modes (eg. normal, heat, energy, hull integrity).
Next will be the shader creation in unity. Stay tuned 🙂
my name is Patrick. I’m one of the artists here @ chasing carrots an currently i’m working on a thermography shader for HoS (Heart of Scrap). The idea behind this is, to give the player a quick and familiar overview over the heat-distribution of his BattleConstruct.
I’m aiming for something like this:
My first idea would be a distance based shader. The further away a pixel is from the center of an object, the darker it will be rendered. Then i map some nice colors over this gradient. Voila: Not that bad for the first shot:
Next steps will be: Develop this look further in the context of the game (with UI, environment and everything), then creating a realtime shader which can reproduce the look in an acceptable render speed.
Everyone, please meet our new intern Christopher. Christopher, this is everyone. From the far north of Germany – home of the wonderful Flens – Flensburg we heartily welcome him here at Chasing Carrots! He’s already getting his hands dirty squashing bugs and implementing new features in Pressure-Overdrive & Heart of Scrap.
So, cheers! Have a good time, Christopher!
My name is Daniel and I’m one of the graphic artists here at Chasing Carrots. In my first blogpost I just want to show you some simple (but effective) stuff I created this week: Green huge lilypads for the ponds at the count’s castle.
Hope you like it and stay tuned for more blogposts!