I'm always a fan of John Carmack, and the original doom (1993) influence me a lot, so I want to make a doom clone in my version. The art I use combines assets I bought, and my brother draws monsters.
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I follow the tutorial from Jason Weimann. I learned a lot from him. His style and code made the project so easy to read and manage. After the tutorial, I applied the procedurally generated level feature using the asset I bought. I dropped the project due to the problem with NavMesh for my ai. Since my level is procedurally generated, I need to calculate NavMesh in runtime. I tried finding the solution online, but the solution I found is deprecated and not work so well.
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One of the first 3D games I try to make in unity. I want to make a rich environment storytelling game, but the development doesn't continue because of the limit of my coding knowledge.
I also tried to optimize the game using occlusion culling, but my computer still couldn't reasonably handle it, so I dropped the game. |
Seeing one example project from the OOP course in uni made me want to do some paint clones. I found a tutorial online and tried it out. It doesn't go as far. I might pick this project up soon.
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I got to do a VR project in the CG course with a team. We decide to do an educational escape room where the player needs to play a mini-game to retrieve a function tag. And after all the mini-games, the player can use all the tags they collected to solve the programming challenge. There are two levels in the game. My role is to implement a zombie level.
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Luca(brown) and PKD(white) got themselves a clone. I model replica of Luca and PKD using a blender and send it to my uni to 3D print it.
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Check out my devlog and more 3D model at skadi___dywimo