I use to watch LevelCap all the time back in the day. BF3-BF4 era. I was a kid/young teen. Didn't watch much at all after 2015ish probably. 10ish years later, I've been working in the games industry for the last couple years as an engineer. Today I discovered LevelCap again with this video. Seeing one of my favorite youtubers from my childhood also pursue an interest in the industry I've wanted to pursue since before I even knew youtube was a thing is insane. Wishing you the best of luck with your game dev journey and I hope it proves to be better than your first experience you talked about in your first video in this series!
Something interesting to consider is maybe having the proximity ring in two modes. One as an "active sensor" with distance info. And second simpler mode as a "passive sensor" which just tells you that there's something in given direction. The former would represent a laser array, while the latter would represent cameras and windows. Benefit of that would be allowing the player to go stealth, at the cost of not being able to easily gauge distance to obstacles far away. Essentially "semi-blind flight"
This is too cool! I am following aliantd for a year now and now you guys are working together, awesome! I really like the radar ring too, awesome stuff guys! 💯
The radar feels like it's giving too much data which might make it cluttered. Also it would be great if it was more clear WHAT the radar is locating, so some text information or an icon would be nice.
@LevelCap I noticed how you were applying the textures directly onto the model. Did you have to do any tweaking of the UV maps in blender before hand or is everything there's no need for it with Surface Painter?
So, i think having the proximity ring overlayed on top of the radar contact ring might hurt readablitly. if the radar contact ring was outside/larger than the proximity ring, then it would probably allow for better information hierarchy. you probably already thought of that, tho
Trim sheets will get integrated more as we establish a ship and Station workflow. Asteroids began with bespoke textures and now they all use the same one with a unique blending map.
I use to watch LevelCap all the time back in the day. BF3-BF4 era. I was a kid/young teen. Didn't watch much at all after 2015ish probably. 10ish years later, I've been working in the games industry for the last couple years as an engineer. Today I discovered LevelCap again with this video. Seeing one of my favorite youtubers from my childhood also pursue an interest in the industry I've wanted to pursue since before I even knew youtube was a thing is insane. Wishing you the best of luck with your game dev journey and I hope it proves to be better than your first experience you talked about in your first video in this series!
When player get sick of waiting for SC, they make their own :D Love the concepts, really nice stuff :D
That ring design is 🔥 Good job. Missile icon location, I see the team def looked at the Evangeleon references. Sharp! Clean, stress inducing. Love it
That radar system is veeeerrryyy impressive
Something interesting to consider is maybe having the proximity ring in two modes. One as an "active sensor" with distance info. And second simpler mode as a "passive sensor" which just tells you that there's something in given direction.
The former would represent a laser array, while the latter would represent cameras and windows. Benefit of that would be allowing the player to go stealth, at the cost of not being able to easily gauge distance to obstacles far away. Essentially "semi-blind flight"
This is too cool! I am following aliantd for a year now and now you guys are working together, awesome! I really like the radar ring too, awesome stuff guys! 💯
Love your progress nice work on the stations
Keep it coming, LevelCap. Thanks for the update.
Man, really liking your Game project, keep it coming! I wish good luck to you and the team!
very nice. I love ailantd's work!
looks beautiful!
The radar feels like it's giving too much data which might make it cluttered. Also it would be great if it was more clear WHAT the radar is locating, so some text information or an icon would be nice.
The radar is looking good. Did you encounter a big perfomance hit from all those raycasts?
Beautiful
@LevelCap I noticed how you were applying the textures directly onto the model. Did you have to do any tweaking of the UV maps in blender before hand or is everything there's no need for it with Surface Painter?
So, i think having the proximity ring overlayed on top of the radar contact ring might hurt readablitly. if the radar contact ring was outside/larger than the proximity ring, then it would probably allow for better information hierarchy. you probably already thought of that, tho
😊
I understand that he's relitively new to this but seeing him use a 4K unique texture instead of a trim sheet to texture this kinda thing hurts 😅
Trim sheets will get integrated more as we establish a ship and Station workflow.
Asteroids began with bespoke textures and now they all use the same one with a unique blending map.