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Jan 24th, 2018
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  1. Highest LOD = for more modern computers, these assets have more polygons and will appear more detailed
  2. High LOD = standard assets seen by those on slightly older to archiac machines
  3. Low LOD = assets only seen from a distance
  4. Billboard = for trees only
  5.  
  6. ALL materials to use custom and optimized shaders with set fallback shaders in place for achiac hardware
  7.  
  8. Green blocks to be mossy, broken edges and have vines on the sides with general overgrowth and a second fixed brown block, with overgrowth over it)
  9.  
  10. Red (we should make these brown) blocks to be fixed into place with steel supports, *red painted* and vines/overgrowth appearing on the undersides of these blocks)
  11.  
  12. standard blocks to be made from rocky concrete
  13.  
  14. darker standard blocks to be same as standard but slightly dirtier
  15.  
  16. all blocks to have detail maps to improve close up viewing and give the illusion of supersharp textures.
  17.  
  18. Blocks to use "blobshadow" style shader for faux ao, 1 ao shader fits all blocks :D
  19.  
  20. some blocks to have LOD (built in LOD system coming in Unity 3.5)
  21.  
  22. Skydome to be dynamic and adjustable with moving (shader) clouds, skydome to have edge fog, the world to have a distant fog, this solves any draw distance problems and "hides" distant geometry in the distant fog, this fog can be adjusted as the draw distance is changed so the game still looks good on archaiac hardware.
  23.  
  24. Planets to appear round, but are infact flat surfaces, and once one reaches the edge one would appear on the oposite side, distant skybox planets to have square/cube like surface but be round in shape
  25.  
  26. very subtle dust particle effect on extruding blocks, slightly less subtle dust effect on darker standard blocks. very obvious muddy particle effect on extruding green blocks
  27.  
  28. Trees to bend the oposite direction to gravity (ie. up) and appear not like earthly trees
  29. Trees to have moss and overgrowth around base
  30.  
  31. Wand to be the same shape as the current one, but have a crystal floating in the center of the hole (the crystal can have an awesome shader that reflects light sources, with fallback shaders in place for archaiac hardware) the crystal will have an always-on light source in the center (for lighting dark areas)
  32.  
  33. The wand should be customizable and upgradable throughout the game, with an attack option, the wand should be the only weapon (possibly the wand is fused/part of the players character), player should be able to choose/change design of the wand & crystal for multiplayer goodness.
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  37. Game title to be made from various blocks (once completed and finalized) with ivy style overgrowth on the blocks, the logo can be made transparent, abreivated to ATW for an icon and adapted for different uses, a real-time logo can be made for in-game title screen.
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  40. Game Menu can be made 3D (forget Unity's horrible GUI system), menu background to be made in block style (with overgrowth to stop it looking to bland)
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  45. * Once blocks, trees and some basic assets are made and decided, make very high quality (high poly) versions for a concept/media render and promotion (this can be used for large posters, t-shirts, mugs etc)
  46.  
  47. *Plan on making 3 different renders for different parts of the world
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