Shard Master is a 2.5D a monster collection game like that of Pokemon but has the turned based grid combat system similar to Fire Emblem and other SRPG’s. I am the Technical Artist on this project developing the visual effects for the game.
Author Archives: Thanh
TowerDrop Shader Part 2
with the previous issue of view direction solved i went on to get post process working, the final result is this. the background props and city scape are rendered using the same Toon Shader with Bloom applied to them and some color grading added to make the scene a bit darker and the general colorContinue reading “TowerDrop Shader Part 2”
TowerDrop Shader Part 1
the shader used in TowerDrop is an updated version of the Mighty Duck, that game ran on the legacy pipeline. Tower Drop uses lightweight Render Pipeline. so i had to update the shader to work with it. this shader is based on Unity’s Lightweight Lit Shader. there was an issue with converting between the twoContinue reading “TowerDrop Shader Part 1”
TowerDrop Audio
the audio system uses unity’s mixer to mix the audio levels of the background music and sound effects as well cycle through all the sound track in the music folder. the system will not pick the same track twice per cycle. this method gets all the audio files from a path and then adds theContinue reading “TowerDrop Audio”
TowerDrop Concept
TowerDrop is a tower defense VR game with the player as the monster throwing stuff at NPCs, the NPCs will ragdoll after being hit by the rubble that player throws at them. The players hit points will reduce if the NPCs reaches them, the theme is a cyberpunk city with neon lights i worked onContinue reading “TowerDrop Concept”
Spawning The Boat
the boat has it own spawner that spawns it in every 15 seconds. it is destructible and will light on fire when it reaches 50% of its health, there is a shader on the particles to give it that cartoon look.
Mighty Duck Toon Shader
the next thing i worked on is the Toon shading for the game, i have done some experiments into shader programming before this is the first time i wrote it for use in a game. this is the outline pass that uses the technique that expands the mesh culling the front and then applying aContinue reading “Mighty Duck Toon Shader”
Spawning Ducks
i worked on the duck spawning system, it spawns each types of ducks in the game by a percentage chance, the normal ones will appear more than the special kind. the majority of the code for spawning all of them is pretty similar. this can probably be refactored into one Spawn Method. this should reallyContinue reading “Spawning Ducks”
Mighty Duck Concept
This is a four player local mulitplayer game, the core mechanics of the game is to shoot as many ducks as possible as they spawn and fly on to the screen. This game is inspired by the original Duck Hunt on the NES. I coded the spawning system and Toon shader for this game. ItContinue reading “Mighty Duck Concept”
Changing Level Color
I made the level change color after a certain distance this is controlled by the PaletteController, it takes in preset colors in the inspector. the code for switching between them after a certain distance is below, the background object is what changes the color. Here it gets a reference to the SpriteRenderer for all sectionsContinue reading “Changing Level Color”