Hey, I did it again. 28 days, 28 models, and a few multi-part models that qualify as small terrain pieces.
Some are solid LOD A stand-in pieces at the very least, and they’ll get converted over to Unity for use in projects and prototypes. Others, not gonna lie, are kind of useless or just plain ugly. They likely won’t go anywhere, but that’s OK. It was fun making them and I got better with Blender in the process, and that was the entire point to this thing.
What’s next? I get to convert most or all to GameObjects. First that means exporting all of them as .fbx files from Blender. Then I have to do some screwing around to get the textures/materials to transfer properly. Once they’re imported into Unity, I have to take all the models that have moving or separate parts and set them up as sub-objects. Then I get to make prefabs of everything.
Once everything is prefabbed, I get to start on the giant honkin’ list of code these objects require. Some of it is easy. The fan box’s spin code I can either cannibalize from elsewhere or simply slap a basic “rotate the fan around the Y axis” script on there. Doors need “slide horizontally or vertically when activated” code that comes down to “move object at speed X until it reaches the open position transform” and virtually identical code to make it slide the other direction.
Other code isn’t nearly as simple. Two of these objects require full AIs, and at least one more requires a very basic turret “AI” to make it point in the right direction and fire if it has a valid target. The hypothetical explosion code for the storage tanks is a bit of work too.
Then I get to make particle systems for a lot of things. The PD laser needs a laser system, I’ll need dust, fire, and smoke systems for several objects. If I do the flamethrower upgrade for the chainsaw robot, I’ll need a flamethrower particle system and a high-RoF raytrace flamethrower weapon code.
There’s more, but you get the point.