Sorry for being away for awhile. I still haven’t back doing my game yet. Still so busy doing lotsa stuff. But to keep this blog active, I could post my artwork here as well if that’s okay.
ANYWAY
Japanese Apartment PBR is a typical one room apartment / mansion in Japan. Contains most of the stuff that are in typical Japanese apartment.
Each model tris are less than 5000~ tris.
*Note : This pack contains baked Lightmap in Unity 5.5, and the Light objects are set to Baked. If you wish to have a realtime light like in the video, please set the Light objects to Realtime.
This asset pack includes :
56 prefabs
Lightmapped One room apartment demo scene
(If you encounter a problem on newer Unity, please rebake)
Hi guys, I just released new asset pack for Unity 3D
Requires Unity 5.3.0 or higher
Anime themed Cafeteria / Canteen prop pack including doors and windows.
Including more than 40+ prefabs with 1024×1024 textures and Normal Map also Illumination Map for Lighting objects. Material and mesh shared across objects.
Each models polys are range to 100~800 tris.
Contains:
Ceiling Fan with spinning
Mop
Plastic Tray (Stacked / Single)
2 types of Trash bin
3 types of bowls (Stacked / Single)
3 types of chairs
2 types of Condiments
2 types of Ceiling lamps
4 types of wall decal
Coffee Machine
Stove
Table
Counter
Pot
Ticket Machine
Exhaust Fan
Metal Bar
Vent
Sink
LPG
Fire Emergency
Sauce Tray
Windows and Doors
Lightmapped Cafeteria Demo Scene*
All objects in 1 Scene
* Lightmapped in Unity 5.3, Unity 5.5 might need to re lightmap.
Thanks for downloading !!
Be sure to follow this blog or my Facebook page to get updated news on my game development and next asset pack !
Check out my other assets too ! You can also support me from it haha. Have a nice day !
Hi everyone, yesterday February 25, I’ve finally finished 4 quests to be pushed for beta testing. Took me 4 weeks to make 4 quests, that’s surprisingly long for a quest making, start from drafting, then localization dialogues, quest / trigger making, and then testing.
It almost 1 year of development time (Development was start from March 2016). And this is the third Beta test build. I’ll have more beta test build later on with more features.
1 Year ago
September 2016 ~
1 month ago
Since my game don’t have a title yet, I’m doing a closed beta test. I could do open beta test later on, but probably best not now, cause I don’t have title yet, people probably could lost track. This is beta test for close friends only.
And yeah, been working thousands of nonstop hour staring Unity and beat all those NullRef really make me physically and mentally broke. I’ll take a break away from Unity for few days, and do modelling grinding / model Megumin, play all my VN games or Steam games, doing character design for NPC, or do storytelling for my game.
After 20 days being reviewed, finally approved today !
Requires Unity 5.3.0 or higher.
Anime themed Classroom prop pack including doors and windows.
Including more than 50+ prefabs with 1024×1024 textures and Normal Map also Illumination Map for Lighting objects. Material and mesh also shared across objects.
Each models polys are range to 100~800 tris.
Contains:
Skinned / Adjustable School bag
Adjustable wall clock
3 Doors (hinge joints applied)
3 Windows
Cabinets
Lockers
Trash Can
Table and Chair
Chalkboard with 3 variations
Bulletin Board with 3 variations
Room Speaker
Projector + Projector Screen
Stationary
Chalks and Eraser
Tote bags
Classroom
Lightmapped Classroom Demo Scene*
All objects in 1 Scene
* Lightmapped in Unity 5.3, Unity 5.5 might need to re lightmap.
Now it has been 1 year of development. I usually never been making game this long, the longest time I develop is Nitro Racer XD, and just 5 months~. It was back in when I was in high school, so I get a lot of free time doing that.
It took many long cause I do all models and stuff, and I also do have work full time and freelance to keep my game alive. It’s very hard that you only have few hours to do this everyday, but I managed to finish most CORE in less than 1 year, so in 2017, I’ll just go ahead doing the storyline. Hopefully can finish before 2017 ends.
So lemme sum up the development for 1 year.
Started from a Word Document
This game started as a random anime story I wrote on a word document. Back in that, I didn’t even think of making game of this. It basically just like usual anime, school life themed, romance, and comedy.
Many people says or think that my game is Yandere Sim, but no, my game don’t even have any connection to it. I don’t even play Yandere Sim before. All my game models were made by myself. Even tho I do have Yandere character in my game, but she’s inspired from Kurumi Date A Live. Inoue Seiko is a mysterious girl in my game, and mostly absent, so you’ll hardly to met her.
Inoue Seiko, don’t worry, she’ll protect you no matter what.
My game was inspired from Date A Live and Oregairu. There are more than 5 girls you can date with different personality.
Momoe Kitagawa is an Angery Tsundere.
My game is kind of social sim where you play as a guy who conceal himself in a room playing game all day all time, and have to start socializing cause his computer broken and can’t play game anymore. I’ve been worked a lot on Story with my schoolmates and discussing the gameplay with them.
Even my game already 1 year old, I still can’t decide what name I should gave for my game. Here’s the list of the name I’ve given on my game.
At that time, I didn’t even think of making this game, cause I’ve been heartbroken and lost all my spirit making game since my last game, Nitro Racer XD. The reason I want to back to make game, cause I’ve been making some real time renders with Unity, and also I saw so many people making game, and it looks fun, So yeah, I started doing the game on March 2016.
Starting Concept
At March, I started to extract all my models that I use for renders and compose it as a scene. This is how Phone UI Concept looks like. I added the way to receive quest, call a friend, go somewhere, and your stats in a phone.
And this is earlier version of The CORE UI and Pause Menu. There are still health bar, but later on, I removed it because it’s kinda useless and many more important information need to be added.
Haha yeah, I’m UI Designer at work, so yeah I usually and always do like to make simple or minimalist UI. The UI for pause menu is so simple that only 3 menus and blurred background.
The first GIF of my game
Beginning CORE
On April 2016, I’ve finally made the VN CORE on my game. This is earlier version of the VN UI, it has 2D character left and super simple text panel, and chat bubble for choice. (Sorry it were in Japanese). At first I thought about translating my game to Japanese too, but the text file are just gigantic, and no one would play my game in Japanese, so yeah, I remove it.
Later on, all the UI also updated like Pause menu above. Basic Quest System also implemented in this. And new loading screen.
CORE Beta 1 (June 2016)
After been making a lot of COREs, I decided to give it to my friends to test it to see if my game has good performance and CORE behaves very well. Turns out I received a lot of bug reports from them. Some of them can’t even run, or runs slow on 6 years old PC (9500GT).
Later on, after I fix all those issue, I also did some Beta test again to some of my friends, this time only performance test or stress test. Turns out pretty well, my game still can run neatly 60FPS in ultra quality and when there are 20 NPCs at same time.
Since my old Quest CORE had tons of bug during CORE Test 1, I decided to rewrite whole QuestCORE script. Earlier version of Quest CORE was using system from Personified Fear, that’s really hard to use to make Quest, cause you have to make many arrays even it’s useless and put everything there. And thanks to Kyana, who been helped me doing Quest CORE Editor script, so now it’s easier for me to make the quest.
CORE Phase 2 and Beyond
After finished fixing all those bugs, I started to make models and environments. And here’s some of the screenshot of the Environment I’ve made.
From August to October, I just do some of the environments, no touching any COREs during that time. But I still update some of the COREs like this below.
New Pause Menu
New Finished Quest Animation
Wardrobe
New Blinking animation
In November to December, I’ve stopped doing the environment and start doing Storyline and CORE enriching. Like I said before, the Combat system will be removed, but instead of remove it, I enrich it, so yeah now can fight with students.
Conclusion
So yeah, it’s really tiring being solo dev when you have to do everything by yourself. And no I don’t use stuff from Asset Store, I only use it for helping me scripting since I can’t do super ultra wow advanced programming. The Asset Store stuff I use were just like Dynamic Bones, Localization, Dialogue Editor (I enriched it to compatible with my VNCORE), UI Tween, and Musics / sound.
I was expecting to release Demo Build on September 2016, but I can’t made it, and even releasing Demo Build on December 2016, but still can’t made it. But in 2017, I hope I can finish this game before 2017 ends. I should start build fanbase and marketing for my game.
I think I done with doing CORE component for now. Time to start doing Story. I’ll also play some VN I got to find neat inspiration.
For those who didn’t know what my game is about.. I’ll repeat what I said last month again..
My game, in short, it’s just a social simulation inspired on Anime, in a situation where you play as antisocial teenager (locks in their room in without having social life) and then the challenge on being accepted on society and stop being hated by everyone. It also involves high school romance, school life, and comedy. Further story and gameplay still in discussion.
So it’s more like Quest Based RPG. You wont see the gameplay cause I disable the Quest.
Brief update on November Update
Japanese Language removed. Only English available.
Player now can call another NPC.
Now you can change uniform.
Fixed weather system, like Sunny weather should be longer than another one, and if you move scene, it’ll change too.
Weather system now follows Season condition.
Date now progressed (Thanks to Kyana for helping me making Date system)
Spawning pedestrians.
And many fixes I forgot.
Now I should be start working on Storyline and Quest. So hopefully on December, CORE Build 2 will available.
Back then, I thought IES light was useless, but when I’m making an interior scene for my Animation I notice a weirdness on ceiling lights. It was circle!!! There’s no circle shaped ceiling lights (except lightbulb)!
Prtscr (Optional, if you don’t want to use MSPaint)
And IES / LDT light of course!
And this is how
Go to IES Viewer and right click on your IES or LDR light and then click Render, or simply just press CTRL+R. Sometimes, the Render window just wont show, just delete .ini file and reopen IESViewer.
Adjust brightness, Zoom, and Distance until you pleased with the result then press Prt Scn / Print Screen on your keyboard. If you don’t have PrtScr, then you’ll need to open MSPaint (Press Winkey + R and type MSPaint). If you have PrtScr, hold CTRL and left click the render window and it’ll automatically crop it.
Paste (CTRL+V) on MSPaint and then crop the pasted clipboard like this. Save it as JPG or PNG.
This is my IES Light
Now go to Unity and import your IES light. Set texture type as Cookie, Light type as Point, Mapping : Mirrored Ball, Glossy Reflection, Fixup Edge Seams, Alpha from Grayscale (IMPORTANT!), and filter mode to Trilinear.
Go to Game Object > Light > Point Light, and assign your IES file to Cookie texture.
Now look! IES Light on Unity! Although it’s not important, but it’ll make scene looks more realistic than a nonsense circle light.