Jump to content
  • entries
    59
  • comments
    86
  • views
    40445

Weekly update #23

Sign in to follow this  
Ph4nt0m

949 views

Time for a new video? Sure is!Domen Koneski

It’s time to produce a new dev update in video format, introducing new Electricity system, Humans of Floatlands, Vendors and world improvements. Game is shaping up nicely and becoming more alive. Stay tuned for more stuff!
 

UI changesDomen Koneski

I have made a new UI redesign phase, combining similiar UI elements together and changing texts and images to so-called Signed Distance Field system. The only problem right now with the UI is the brightness of the environment – everything seems so bright in the middle of the day so it covers the UI and becomes invisible – to solve this problem I have to create a system that calculates overall brightness of the screen (by getting some of pixel colors and averaging the sum of color components) and change the color of UI elements using the calculated value.

updated_ui_lowpoly_floatlands.png
Changed and simplified UI with a problem of bright environemnt, system in the works!
 

Scouting and mining drones concept Mito Horvat

I have decided to completely rework the drones in the game, since I wasnt really pleased with their look. Domen agreed with the revamp idea so I began sketching a couple of variations that would fit the game more. While I was doodling, I figured out it would be cool if we’d implement two different drones. The first one would be a scouting drone, simple looking aerial drone that would just fly around and stop occasionally to “scan” the area. The second one would be a mining drone, but instead of scouting the area, it would descend to the ground level and use the drill to mine rocks. Below you can see the concept sketches.

drones_concept_lowpoly_floatlands.png
Scouting & mining drones concept

Since Vili is close to finishing the “farmers” AI we will soon implement the “techies” faction which means I’ll be responsible for creating outfits that would distinguish them from the “farmers”. You can see some of the concept sketches in previous blog posts. Domen requested more outfit variations and some helmets to characterize them more.

techies_outfits_lowpoly_floatlands.png

Techies outfit concept

 

New drone models Andrej Krebs

I finished up the player 3rd person character from the previous week and tested it. After that I imported and tested the animations for the enemy NPC robots and added the IK systems to the assault droid NPC, so Vili can later add them to the game. The droids now have similar IK features to the player’s 3rd person character like aiming, grounding and recoil. I also modeled two of the Mito’s new drone designs that will roam arround the islands.

new_drones_lowpoly_floatlands.png
Scouting & mining drones

 

NPC interactions vili ikona

A lot of work has already been done on Humans of Floatlands aspect of the game – NPCs. They already feel enjoyable and fun (see the latest dev video update). They can interact and react to the world and others NPCs as well.

npc_reactions_lowpoly.png

For more curious readers, those are internal details of current Behavior Tree and Animator. (Caution, images are extra large)

Behaviour Tree
Animator 

 

Bug Tracking vili ikona

We are close to delivering a working prototype so it is good to have a bug tracking system in place. Uptil now we were writting down bugs on paper which was okay. Now when the game is quite a large sandbox place a lot of bugs can occur so I started looking for a solid bug tracking software that is:

  • Easy to use interface, pictures of bugs supported
  • Visually appealing
  • Free

We decided to go with LeanTesting 

Bugs.png
Some of the bugs already live on bug tracking software!


More about Floatlands: website, facebook, twitter, instagram

 

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
  • Advertisement
  • Blog Entries

  • Similar Content

    • By GameTop
      Dirt Bike Extreme - another game made with Unity. Took about 2 months to complete.
      Take part in extreme motorcycle races across the dangerous and challenging tracks. Dirt Bike Extreme is easy to pick up but hard to master. Race, jump and crash your way and other mad rivals through the amazing tracks as you master the skills and physics of motocross in this high-speed racing adventure. Conquer challenging routes on 23 different runs, discover new bikes and become the best of the best! Over 257K downloads already!
      Windows Version:
      https://www.gametop.com/download-free-games/dirt-bike-extreme/

      Mac Version:
      https://www.macstop.com/games/dirt-bike-extreme/
       

       


    • By Jordan Winslow
      Hey guys, my name is Jordan Winslow and I am a professional electronic music producer & composer who also happens to be a talented story writer and has a ton of experience with VNMaker, Tyrannobuilder, Renpy, and RPG Maker tools and I am looking for talented artists who want to make a horror game together!
      Last Horror Project I Composed Music For: 
       
      My last game I created: "The Watchers"  https://jordanwinslow.itch.io/the-watchers
      My Music: https://jordanwinslow.me/showcase
      I am open to plot ideas but, based on your artwork, I would like to create an original story that matches our music and art so we can play on both of our strengths. Up until now I have only been able to create visual novels with the use of stock photography and stock videos, but with the use of original art, we should be able to come up with a story that is far more specific to the art on screen.
      My favorite horror games (For reference)
      Saya no Uta (Horror Visual Novel Originally in Japanese)
      The Crooked Man 
      SOMA
      Corpse Party
       
      I have a few pretty awesome ideas for sci-fi or extra-dimensional horror games, I also know of a great real-life story about aliens we could make a game about and I could easily come up with something new if I am inspired by your art!
       
      So let's create something awesome together! Send me a message along with some examples of your art and we will either create a team of multiple people together or just the two of us if you are capable of coming up with a decent amount of original artwork! I've got the music, the story and the programming handled unless you want to do the programming and help with the story.
    • By Sergio Ronchetti
      Continuing to work on “Eldest Souls” (first article here!), I’ve begun familiarising myself with the workflow between Fmod and Unity, and the integration system. I know much of this will be pretty obvious to most, but I thought I’d share my thoughts as a complete beginner learning the ropes of sound designing. 
      The library of sounds that Fmod provides has been very useful, at least as reference points. I’ve still kept to my ethos of producing the sounds myself as much as possible. Having said that, Fmod gives you 50 free sounds with your download, and I’ve used a wooden crate smash, a drawbridge and electricity sound you can hear in the foley video below.
       
       
      The thing i found most useful was witnessing changes i made in Fmod being realised instantly in Unity. If a volume needed changing, or the timing of one of my effects was off, i can literally switch to Fmod and then back to Unity and immediately see the result of my alterations. It also seems apparent that using middleware such as this (or i've heard Wwise is also equally intuitive) grants the developer, and myself included, a great deal more flexibility and opportunity to edit sounds without going all the way back to a DAW, and bouncing down again. Needless to say, my workflow is so much faster because of it.
      I've also loved the randomised feature of Fmod, whereby any sound can be made to sound slightly different each time it is heard. Taking a footstep recording i made for example, I was able to add further authenticity of uneven footsteps by randomising the pitch and volume of each playback. 
       

       
      I used this technique when creating footsteps for the first major boss in the game called "The Guardian". A big, over-encumbered husk of a monster. I also had fun rummaging through the garage for old tools and metal components for the “Guardian” (the first boss) footsteps. See below!
       
       
      I also created a sword attack for our player, trying to sound different from the generic “woosh” I see in so many video games. I used a very “sharp” and abrasive sound to differentiate him from any enemies.
       
       
      On another note, I recently upgraded my microphone to a Rode NTG2 shotgun, which has been phenomenal. I haven’t had to worry about noise interfering with the clarity of my objects, whereas before with the sm58 I had to be clever with my EQ and noise reduction plugins.
      Important to note again that this still a “cheap” mic in comparison to most other products on the market, and all in all my entire setup is still very simple and affordable which I’m quite proud of. I’ve seen many musicians spend heaps of money on gear they don’t necessarily need. I much prefer being resourceful with less equipment, than to have more than I can understand or remember how to use.
      It’s forced me to understand every aspect and capability of my tools, which I believe is a principal that can be applied to any discipline.
       
      I have more fun little sound effect videos on my Instagram for those interested, where I post regular updates. Thanks for reading! (if you’ve made it this far)
       
      www.sergioronchetti.com
      INSTAGRAM
      fallenflagstudio.com
    • By Sergio Ronchetti
      BASICS IN SOUND DESIGNING FOR VIDEO GAMES
       
      Recently I joined the talented team at Fallen Flag Studio as the composer for their latest release "Eldest Souls" which consequently lead me into a field I have always dreamt of trying - sound design!
      Having no prior experience, I began watching a few online tutorials (if you want to learn from anyone make it Akash Thakkar from "Hyper Light Drifter"... what a guy!) and basically just testing stuff out i found around the house. Luckily my dad has a garage FULL of random crap to use.
      Before i continue, it's important to note that i DO NOT have fancy equipment, meaning anyone can try this. (my equipment is an sm58, focusrite scarlett interface and Logic Pro X plugins... that's it!)
      I started basic with some footsteps, which weren't all too difficult. Then I moved on to projectiles and a spear attack one of the bosses has. Below are a couple super short videos on my resulting attempts.
       
       
      Amazing how great a banjo sounds for that typical "woosh" sound! And if you're wondering, the paper was added to give some texture to the jab.
      I could be finding a lot of these sounds in libraries online (like the built-in ones that come with Fmod and Unity) but I've chosen not to, in order to produce authenticity and hopefully a more unique gameplay experience for players when the final product is put together.
       
      P.S. if you'd like to try the game and hear my hard work we'll be at EGX and several other conventions later this year, soon to be announced! Thanks for reading!
      www.sergioronchetti.com
      fallenflagstudio.com
       
      To those interested, there's an Alpha trailer of the game in question below.
       
       
×

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!