Ethan Day and Mark Lin Shader Final Project Reflection
Motion capture with superpowers
This is a playable third person action game demo
Game play video:https://youtu.be/iX-sbuzr99A
Itch.io page: https://ethanday.itch.io/shader-art-final-2023-mocap-with-superpowers
If at any point the demo is bugging out or seems to be glitching in some way, press R on the keyboard to reset the scene.
WASD to run
Mouse movement to rotate camera
Attacks: (can be performed while running)
Hold left click to perform a combo
Stop holding left click to cut the combo short during one of the 5 moves
Press right click to perform a powerful jump kick
Press right click at any point while holding down the left click combo button to perform a jump kick mid combo
Defensive movements: (stationary)
Hold spacebar to enter defensive posture
Press WASD while holding spacebar to perform a quick dodge in various directions
Left click while holding spacebar to perform a quick jab
Right click while holding spacebar to block
Quick jab while blocking to cancel the animation
Hit X when prompted to perform a cinematic takedown on an enemy and reset the scene afterwards.
List of shaders:
Ethan – Fire effect, lightning shader and VFX, nature ground
Mark – Mud, Water blue, water red
Our final project is to make a game in which players are able to move characters to do different martial art moves and an ability to execute enemies with a series of moves. We begin with using the mocap project that Ethan created in the past. It included the motion capture animation bundle with characters. To make this look great, we want to add some effects to enhance the feeling of powerful moves like punches and kicks.
We first did the basic thing which is to choose what kind of texture we want to do. We decided to do the punches with water and kicks with fire. Then I start to make a water texture in the substance designer while Ethan is trying to figure out how to add the effect when our character is punching. Besides, Ethan came up with an idea of using the arm guard to indicate the element. So I did a bit of modeling for our arm guard. Then he applied the finished water texture on the guard. It doesn’t make any sense if the water arm guard is here all the time. Then Ethan figures out a way to make the guard only appear when using the punches. Meanwhile I’m working on how to make our fighting environment look good. Since everything is going to the material arts aspect, I’m going to make something in the same style as that. Then Ethan gave me a great idea to make a Dojo setting.
One of the most challenging aspects was creating visual effects based on Unity Shader Graphs from scratch. We created a fire shader and a lightning VFX/shader combination effect. The lightning had to be a VFX and a shader because the lightning had to show up in a certain shape and animate in a certain way, whereas the fire we placed on a 3D object as a material. Even though we used tutorials it was tough to understand the UI and make sure we missed no steps while staying organized. Also, never underestimate the difficulty of dealing with small text when having 2 tabs open that already have small text.
I searched up some assets online and got our scene set up. To make this look good I added some textures for the road and included two textures me and Ethan created from substance designer, Mud and Nature/grass. I also added many lights to improve our scene views. Ethan is working on the legs and using the texture I changed from water to fire. He figured out how to make guards disappear and reappear depending on what kind of attacking style. Besides, he also added a fire effect on the enemy when he got punched and kicked. To make it cooler, Ethan also made a lighting effect that will appear from the sky to strike the enemy when the player finishes the execution.
I will say there are many challenges we encountered. We first lost some part of our project by trying to use GitHub but we spent some time fixing it. I had some trouble setting up the lighting, then I took some time to learn more about lighting online. Result is I’m able to make the lights in the scene render shadows real time. It took ,e a long time to find the models I needed to set up the scene since the environment is Japanese style and it took me some time to choose the right texture. For Ethan’s part, he struggled a lot with making the effects since his work is mostly coding and shader graphs. He has to figure out many things because there are many things that the tutorial didn’t mention at all.
In summary, we are really happy with what we did for this project. There are a few things we want to add into the sense but it is too hard and is going to take a long time to do it. The reason why it took so long for us to finish is that we want to do something cool.
Textures and models:
Mixamo models used: David and Josh