Dare Looks posts
Lens Flares and Munching on Cars
Back from my vacation!Haven't made too much progress during my time-off, I'm afraid, but here's a small update showing off two new things: Unity's lens flare effects (finally) and munching on cars that don't go down in one bite!Lens FlaresUnity's "new" render pipeline has started support...
Eat your Car(b)s
As promised, I've started prototyping an option to munch on the cars – a lot faster than I expected, too, but turns out this is a lot of fun to prototype!At the moment, the animations are still very rough (which is why they keep nibbling on their own fingers) and the way it is set up, this will only work for smal...
Throwing Cars, Finale
Just one more quick update, before I post the final video to twitter, for everyone to see!Not including any future polish (and polishing never really stops), I'm considering this feature 'done', now!The most visible change is that there now is an 'aiming' animation, to give better visual feedback th...
Throwing Cars, Almost Done
Here is some footage of cars getting flung around – again!I have made a bunch of progress since the last iteration. So much so that I'm entering 'polishing' territory!Here is a quick overview of the most important changes: Damage on impact Visualization of thrown object's trajectory Cars require a pla...
Throwing Cars, Second(?) Iteration
Made good progress with operation "fling a bunch of cars", so I'll gladly share the results!Since the first iteration, I have added... Basic "pick up" and "throw" animations Intricate animation blending, with inverse kinematics, to properly sell the action A simple setup that defines where c...
Throwing Cars, First Iteration
Heya,I've been taking it slow and riding that high of finishing the car models, last week. Now, I'm easing back into working on mechanics: Picking up and throwing cars.There's a lot of stuff that goes into that, but I thought it would be fun to show off the first iteration of this mechanic's development...
Catch the Bus!
Happy to present the finished bus, finally!This was pretty exhausting, honestly, but the results feel very rewarding – with this, I now have 4 different vehicles that offer some nice variety on the city's street.And that's another big milestone finished!Now I can move on to the next topic, maybe taking a smal...
Bus, WIP
Hey!Quick update with the high-poly WIP of the bus exterior; still needs some minor work as well as a (very simple) interior, before I move on to the low-poly models, baking, textures, etc.I'm sorry progress is as slow as it is, currently; really hoped to have the bus completely finished and in the game, by the end...
A Truck Gets Struck
Truck model and textures are finally done and in the game – yay!I'm very happy with the variety of vehicles, already. I'm also getting really tired of working on cars, hah; but I'm almost done with them: A bus is next, and it's going to be the last vehicle, for now!Thanks for your support!
Box Truck, High-Poly Model
You know the drill: First there's a high-poly model, then a low-poly model, then a texture, etc. (For my next projects I'm going to go back to a more hobby-friendly workflow, sheesh...)The box truck is going to be the bulkiest car; the only one that's going to be bigger, is the bus!For this one, the underca...
Van, Texturing Progress
I'm currently finishing up the van model and textures: So have two screenshots of what it will look like, in the game!Next, I'll try to model a medium-sized box truck – hopefully it'll be just as quick and painless as putting together the van! It would definitely add another nice shape to the streetscape.
Patron Request: Growth Speed?
Note: This is a request that has been send to me by a patron. Whenever I can I'll gladly answer questions directly, or make quick videos like this one. So always feel free to ask! :)I have been asked to make a quick video to demonstrate how fast/slow the characters are growing, in the game.The growth speed has two ...
How It Works: Damage Effects
OverviewNote: Initially, I've posted this article a few months ago, for "Unity Capsule" tier patrons only. However, people have asked me about the effects before and this will come in handy as something I can refer them to, in the future!In this post, I want to give a more detailed outline of how the damage...
A Van! High-Poly Models Done.
Quick look at the second type of car, for the game: The van!I'm done now with the high-poly modeling, so I can go on to create the game-ready, low-poly versions, next.About The Modeling WorkflowAgain, you'll notice lots of details missing from the high-poly models (i.e. windows, lights, etc.). That's becaus...
Time To Wreck Some Cars
Here's a fun thing to look at: The new damage and deformation effects!The particle effects are pretty basic, but the main attraction is the deformation, anyway.Now, you may wonder what's so special about it, since I've already had mesh deformation in the game, for building damage... Truth is, it's mostl...
Cars in Color
Finally had some time to get the car's texturing done, and I'm really happy with the results!The different color variations (as well as the taxi and cop configurations) provide some nice variety already, even if it's all the same car, technically.In the game, the textures are pretty low-res (512x512) – bu...
Fun with the Car Prototype
The car still needs to be textured, but I've already had some fun prototyping it in the game – so I thought I'd share!I have baked the normal maps for the low-poly meshes, and I'm very happy with the results! Some of the missing details (i.e. windows, gaps for the doors, etc.) I will paint on, in the text...
First Car Model WIP
First post of the new year – a small patron-only preview!As planned, I've finally started working on some cars to populate the city's streets with.Here are some screenshots from Blender, showing off the high-poly car model, as well as the work-in-progress low-poly version that I will use in the game.I have al...
Steppies! Final Update of 2021
Here's a quick one – just squeezing in one more update, this year!I set up animation events to trigger the foot hit boxes, every time a foot comes down. It was a bit tedious to implement, but now we finally get to cause damage, just by walking around!The timing still needs to be tweaked a bit, as you can see in t...
2021 End-of-Year Supercut
As promised, here's the 2021 end-of-year supercut!Depending on when you have found this project, you may be surprised to hear it's been going on for more than a year, haha.It's always refreshing to see how far you've come – even if there are some large gaps between March and August, where I've don...
Character Selection, Input and UI Animations
I'm back from my Christmas break!Here's a small update, showing some changes to the character selection screen, which I hadn't touched in a while.Local multiplayer UI input in Unity is a complete mystery to me, so this whole screen is very hacky; but at least it seems to work, for now!If I get more of a clu...
Character Growth, Slow-Down
This was a change to the growth mechanic that I snuck in a short while ago, but never had a chance to show off properly, so I thought I'd make a short patron-only video!Characters get bigger when they cause damage, just how they did before. But the bigger they get, the slower they become!It's not too obvious in...
First-Look at Local Multiplayer
Here's something Patrons will get to see early: The first split-screen image I've shared of the game!This has been working for a while now, but I have a hard time recording split-screen gameplay to show off, because I can only control one character at a time, heh.What's planned for Multiplayer?First things ...
Time Out and Scoreboard
Here's a look at the new scoreboard! Both UI and camera animation still need some love, but at least in principle everything is there. With the scoreboard, the game now has a complete loop, with start and finish!It currently tracks how many buildings each player has damaged and destroyed, as well as the total value...
HUD, Timer and Scoring
The game now has a time limit and a simple, first-iteration scoring system: It's almost like a real game! (And no worries, of course there'll be options to turn off time limits and HUD.)The HUD is still all placeholders, but I kind of like the minimalist look; for the finished game I'll probably go for a mo...























