I'm not a big fan of using 3rd party stuff typically because I normally find it causes too many performance and debugging issues so we're doing most things ourselves. Outside of built-in Unity effects we're using Amplify Motion, Amplify Color, SE Natural Bloom & Dirty Lens, Rewired, Chman's SMAA implementation, Steamworks.NET and that's it I believe for 3rd party assets. I also wrote a custom decal system to handle the persistent blood decals in a fast way and lots of little fancy effects for things like the how the mirror ball reflections the dance floor in the disco level. I'll probably put the lighting system on the Asset Store eventually once I have a bit more time. I can also do things like remove specular highlights for certain lights so I can use them for faking emission without spec highlights ruining that effect. This allows for very fast point light shadows (relative to using standard light shadows in Unity that render everything every frame for all cubemap faces) that looks exactly the sameas if they came from Unity's lights and I have more control over resolutions which I can set per light as needed. Each light can have a a baked shadowmap that renders static geometry and only needs to render once and then can render particular dynamic elements (currently mainly doors) when they move/rotate and only for the cubemap faces that see/saw them to another shadowmap which composites the result with the baked map for rendering. I'll be writing a blog post about our lighting shortly, but the gist is we're using Unity 5's command buffers to draw our own point lights with our own shadowmaps. I'll be going into more detail in a later blog post. I have a blog post that covers the basics of the voxel stuff here. Some of the more interesting things we're doing development-wise is voxel based enemies and our lighting system. We didn't start working on it in earnest until April this year so where we're about 6 months into development now.
Paint the town red maps custom maps downlaod full version#
That version was pretty popular and we started thinking about a full version and what that would be. We originally made the game in 7 days for the 7DFPS game jam in late 2014.