Okhlos is a game about an angry mob in ancient Greece. You will have to travel all around Greece and conform a very large group of angry people to fight armies, mythological creatures and even the gods themselves! Each stage will have its unique challenges based around the gods they worshipped there. You will have lots of fighting in Sparta, lots of thinking to do in Athens, and lots of partying when facing Dionysius. You get the idea. Also, each unit will have its unique set of skills, making the mob unique each time you play. There will be heroes, warriors, philosophers, slaves, and much more!

Report RSS Destroying things is only fun from your end

These past weeks, we’ve been working on having cool destroyed buildings to replace the buildings when they are (well, obviously) destroyed.

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These past few weeks, we've been working on having cool ruins to replace the buildings when they are destroyed.This was not easy. In the first place, we don't want to have stupid amounts of geometry going directly to your video card. In order to maintain the low poly look, we have to be resourceful in how we show the destruction.While doing this we had to resort to nested prefabs (which we will cover next week. Spoilers!), deal with a lot of trouble we had with the .FBX and with the project order in almost every fracking level of it.Well, here is the thing:First, we had these nice little buildings, each one in its own file.

Screenshot 2014-02-27 15.37.29

That was cool, except for the fact that when we decided to add the ruins, some of the buildings shared the destroyed version. So, duplicating the ruins in each file would have added useless geometry, and not doing it would have been messy (and my little OCD bug would have killed me).

Screenshot 2014-02-27 15.46.11

We didn't have an satisfactory way of doing it. So we decided to put the meshes in a few .FBXs. Doing this would mean less file access, and putting the same ruins to share models would save us a lot of polys. And everything would be tidy.

Screenshot 2014-02-27 15.53.44
In our organized wall society, we do not tolerate new ideas.

So we ended up with only two or three files in this fashion, using only two or three textures per file. I think it is pretty optimized, but not perfect. I really wanted to optimize everything. I... have... to optimize... more...

Screenshot 2014-02-27 16.13.15

I'm implementing all the solutions in the city of Delphi and when everything is working, I will do the same on the other cities.As almost every modeler using Unity knows, I have to work with both the modelling tool and Unity to really know how it's going to look. So, here is how it looks in Unity!

Screenshot 2014-02-27 16.29.33
(Click to enlarge!)

Well, next week we will talk about a really bummer, which is... NESTED PREFABS!

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studio9
studio9 - - 47 comments

Looks great, complements the mob sprites quite well, I think.
Thanks for sharing the process, looking forward to post on nested prefabs.

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CoffeePower Author
CoffeePower - - 45 comments

Thanks!
Yes, nested prefabs are tricky. Hope next week's update helps.

Reply Good karma+3 votes
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