Jump to content
  • Advertisement
  • entries
    59
  • comments
    86
  • views
    40208

Weekly update #5

Sign in to follow this  
Ph4nt0m

1343 views

[font=arial]PROCEDURAL ALGORITHM IMPROVEMENTS AND OPTIMIZATIONS[/font]


[font=arial]The nature of Floatlands is now more believable for every island possible, it can now spawn dense forest or a huge area of nothingness. Another nice addition to an algorithm is that generation can be tweaked in one file only with e.g. text editor.[/font]

[font=arial][color=#000000]There was a huge need of optimizing the whole world/island. I started to bake similiar meshes together (combining them), implementing better foliage shader and also implementing some features from Unity's LOD system as well. A lot of work still needs to be done altough the performance has been increased significantly (from 40FPS to 150FPS on i5 6600k and GTX 1070).[/color][/font]

[font=arial]

[color=#000000]Here is a quick preview of a "Father" island (the largest you can find), with all of the optimizations (LOD, draw distance, combined meshes, occlusion, ...)[/color]

[/font]

[font=arial]Domen Koneski[/font]

[font=arial]DESERT BIOME WILDLIFE[/font]


[font=arial]As you may know there are 3 biomes planned (normal, desert, snow) and each will have their unique wildlife. I already created the animals for normal biome - sheep, deer, wild boar. Now I'm focusing on desert wildlife, which will include rhinos, hyenas and lions.[/font]



[font=arial]rhino-taunt-floatlands.gif[/font]


[font=arial]rhino taunt[/font]


[font=arial][color=#333333]So this week I finished preparing the rhino with animations and a ragdoll system and did most of the work on the hyena, which is still missing some animations and a ragdoll system. Mostly I'm just repeating the steps from the other animals to keep the process simple and efficient.[/color]

hyena-idle2-floatlands.gif
hyena idle

[color=#333333]During the coming Christmas holidays I will be working on the revamped buildings which Mito already prepared concepts for.[/color][/font]



[font=arial][color=#333333]Andrej Krebs[/color][/font]

[font=arial]NEW WEAPONS CONCEPTS[/font]


[font=arial]There will be a total of [color=#333333]3 weapon tiers[/color][color=#333333]. Tier number one will be the most basic craftable tier of weapons available. Resources for these type of firearms will be easy to find and easy to craft. The range of the arsenal varies from simple [/color][color=#333333]single shot pistols[/color][color=#333333], [/color][color=#333333]assault rifles[/color][color=#333333] to [/color][color=#333333]powerful shotguns[/color][color=#333333] and even a [/color][color=#333333]grenade launcher[/color][color=#333333]. My task this week was to create a basic concept and sketches for the tier one weaponry. You'll be able to craft them with the materials found throughout the world. the weapons itself wont be very powerful, but they'll get the job done until you find something better and stronger. Below are some of the weapons mentioned before, disassembled so we can visualize how they're crafted.

weapons-concept-floatlands.jpg
tier 1 weaponry


Mito Horvat[/color][/font]

[font=arial]

POLISHING ANIMATION CODE, ADDING BEHAVIOUR

[/font]

  • [font=arial]Behaviour tree[color=#333333] has been growing for some time, it's quite big now. Almost all Action nodes are custom written, like Attack, Move to random position, Looking Around idle, Move to nearest Enemy and so on. I like having custom nodes because it gives me complete control.

    behaviour-tree-updated2-floatlands.png
    updated behaviour tree[/color][/font]


  • [font=arial][color=#333333]I added [font=Gudea]sensor/trigger[/font][/color][font=Gudea] for attack to deer. With this trigger/sensor I can know NPC has hit something, with it I can also query what it hit and apply damage & force.

    deer-attack-trigger-floatlands.png[/font][/font]
    deer attack trigger


  • [font=arial]The most difficult problem was trying to get animations to play nicely in Mecanim. I am still not sure if I am doing it right. I am smoothing a lot of variables over time now, which means animations are smoother but "sliding on floor" while walking can be seen in some instances.

    animations-mecanim-floatlands.png
    animations in Mecanim[/font]



    [font=arial]Vili Vol?ini


    http://floatlands.net

    [/font]

Sign in to follow this  


0 Comments


Recommended Comments

There are no comments to display.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!