facility General catchup #1


So far I have made up some general assets :

- An attempt at an octopus (though it looks like a weird banana to me currently), part of which I looked at the shaders in blender and attempted to make a see through container. This somewhat worked though not to the way I wanted as it changed the colour but didn't alter the alpha in the intended way to make a glass texture. Instead I found editing the cube by removing panels (Modelling mode -> loop cut -> then deleting the required new polygon) an easy way to make the octopus visible.
This does lead to a problem though, I had to make the octopus big enough so it's hit box wouldn't leave the cube. This was done by extending it's limbs to the edges.
I did find a way around the glass problem by adjusting values of metallic and albedo inside unity instead of blender - this makes it so I still have a glass effect but the cube and the octopus would be separate assets.

- I did consider making the octopus creature large as in room size so it becomes a physically large creature, though this made everything thing else seem tiny in comparison (including the player - which I couldn't tell if it was the desired effect or not).

- I have been using cubes as a scaling value which is a neutral tool but it has a difficulty of choosing how big the player should be compared to the relative sizes of the other creatures. It would make sense that they vary in size but I am still unsure or weather i should make certain creatures massive to the point it feels daunting or if I should keep them of a smaller size that is more manageable. A side view on this could be to treat it like animals - an older creature being physically larger as the body matures, whilst the younger creature is smaller. An example of a creature being massive in comparison to a human could be Siren head.


unity glass texture settings


weird banana


dark weird banana


I have made up an animation(via piskelapp.com) for the hand (mostly being it appearing and disappearing).

a generalized room to test how big objects look together

the first attempt at the facility on unity

i.e. a central area for the player with the cameras (this was later changed to a room the player moves instead of the ai)

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