Advertisement Jump to content
  • Advertisement
  • entries
    59
  • comments
    86
  • views
    41017

Weekly update #26

Sign in to follow this  
Ph4nt0m

1130 views

Ideas for armour sets & jetpacks Mito Horvat

I made a couple of different concept sketches for the armor sets that I mentioned in the previous blog post. From simple wooden planks tied on the player to welded metal plates that form a strong looking armor. Below you can see some of the examples (arms, legs and helmet).

arms legs head armour floatlands

sketches for arms, legs and head armour

This week I mainly focused on the player jetpack. I created various jetpacks that would fit into the game, and then create 3 different “skin” types that will include particle effects individual to each “skin”, and added modular pieces so they will differ from each other.

jetpacks sketches lowpoly floatlands

jetpack variations


Armour sets Andrej Krebs

After we got settled into the new offices and extended the weekend, I started preparing the gear and outfit models for the player’s 3rd person model. Mito prepared some sketches for me and I modeled wooden and junk metal armour sets so far. The armour sets are made as separate items the player will be able to equip: Head gear, body armour and leg armour. The jet pack will also be an item that will be equipped. The armour sets will also get more models as skins for the players to collect and wear proudly.

armour sets lowpoly floatlands

armour sets


Drone destruction tadej vranesic floatlands

This week was all about the way enemy drones react when they get hit by a bullet. Running away manouver really gives them a life-like feel. Another cool little quirk we added was, how drones fall apart when they are destroyed. The connections between parent/children parts are being disabled and a small “invisible” explosion is created, so that parts fall away from that destroyed position.

drone destruction lowpoly floatlands

drone destruction


Logic Gate system vili ikona

Lately I’ve been improving the Logic Gate system. I wish to make event-driven logic simulation, and it’s quite a hard thing to do. Why did I decide to do this? Because current implementation of logic gate simulation is really bad and I doubt people will be able to play with complicated logic. Unfortunately I can’t show you any pictures yet, but I can explain a little bit about the base components of current state though:

  • Pin – can be input, output or bidirectional
  • Connection – connects two pins
  • Element – element consists of many pins, can think and update state
  • Event – events are raised on changes, then processed when it’s time
  • ProcessingSystem – this system holds all those components and processes events

The hardest part so far has been building a correct simulation. A simulation that can be modified in real time – adding and removing elements, connecting elements, or pressing hubs on switch.


Recording voices for NPCs chris icon

Currently we are recording and reviewing different ways of incorporating voices for our NPC’s. When it comes to speech, we will not record out every single line, but we will try to bring reactions and emotions across. I have build a homemade vocal booth that will serve for recording the voices and sound-FX.

voc floatlands

Sound-FX will be partly recorded and partly created with synthesizers. For recording sounds we will switch between an instrument microphone (SM75) and a condenser microphone (NT1A).

instmic floatlands

Singal processing is important. Every recording will be enhanced and amplified. You can’t go anywhere without a Pre-Amp and my weapon of choice is a Golden Age Pre 73 MKIII.

preamp floatlands

Further sound processing will be done with plug-ins that I will demonstrate on a later update.

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
  • What is your GameDev Story?

    In 2019 we are celebrating 20 years of GameDev.net! Share your GameDev Story with us.

    (You must login to your GameDev.net account.)

  • Blog Entries

  • Similar Content

    • By Ocarinha
      I'm developing an engine for a 2D game in C ++ and for some days I've been looking for a way to protect the images and audio of my future game. I know there is no 100% protection and that someone would be able to open these files, but I mean the regular user who just installed the game, prevent it from modifying the sprites, change the sound, overwrite the xml files with game map data.
      I downloaded some games made in Unity and noticed that a .assets extension is used, in Diablo 2 it is used .ma0, .mpq, .data, in FEZ .pak, in Super Meat Boy only a .tp file. In other words, you can not open and edit any of these files in a text editor or unzip with winrar, they offer a minimum level of protection. How is this done? Do I have to create my own binary file format or is there any program that makes it easier to work?
    • By Sakirin is Cool
      Howdy, 
      I represent Node Collective LLC. We're working on a pretty small, adventure project, similar in linear style to "Brothers: The Tale of Two Sons."  We're all working quite hard to accomplish this project, and really collaborating on ideas. It's about the adventure of a wife, to find her missing husband on a snowy winter planet, with aliens, and foreign entities. Including, from a development standpoint, an open field for planting and expressing creative ideas. Our team consists of professionals, college grads, and hobbyists. Perhaps you'll learn from others, and gain good experience. We're a pretty tight team/family here at Node, and we're looking to expand the company in the future towards larger projects.
      What we're looking for,
      We're pretty stocked up and everyone, from graphics designers to modelers to sound designers. But we have a pretty limited staff count when towards the programming and level design side of things. So, any of those are much appreciated, although you're free to contact us if you're anything else. 
       
      If interested; 
      contact me on Discord @ Tannoy#0850
       




    • By lougv22
      Hi all,
      I would like feedback and ideas on how to improve the UX for an indie game I am working on, in Unity. First of all, I am not an artist so pardon the quality of my art assets. What I have in the UX below is a 3D character and a piece of interface that displays some stats about his limbs, such as arms and legs. The limb UX is connected to the limb it represents with a line (drawn with the Line Renderer component in Unity). The problem I am having, and what I want feedback and improvement ideas on, is that the line in question is difficult to distinguish from the background. I've tried different colors, but none seem to work well. Also, because i didn't want to make the line thick (it's current width is 0.02), i couldn't really have any significant outlining. I am open to making the line thicker though, if that would look better and make it stand out more, and also if it works well with the limb UX.
      The bottom line is that I want the line connecting the limb UX to the limb to stand out and be easy for the player to distinguish from the background. Also, I would like feedback on the limb UX itself, that's the shape outlined in purple. I am thinking it should probably be bigger and I am not sure that purple works well with the rest of my level.
      The first two images below are screenshots of the UX i want feedback on. The second two are ideas i've been bouncing around about to how to improve the UX in question, though I am not sure it would look any better.
      So what are some ways I can make my UX interface stand out more and look better? 




    • By antoniorv6
      Hi there.
      I'm currently developing the online multiplayer for my college project. We have to develop it using RakNet library.
      Now I am have successfully developed a server and client that can communicate from machines connected into the same network. The next step in the development that I want to make is to accomplish remote connections between clients and the server. I have read the docummentation of RakNet. As I have understood, there is no need to make IP forwarding, because NATPunchthrough plugin resolves the problem. I have followed the guidelines in the official webpage to make the basic connection. However, it doesn't work. I mean, the connection packet that de client sends to the public IP isn't recevied by the server, so I can't make any steps further (because i have to run the OpenNAT function after receiving the connection acceptance packet).
      I tried to bind the public IP to the server, as I have seen in the forums with strcpy(socket.host, public_ip), but it just triggers an error and sets it to it's default.
      I want to ask you if I am missing something or misunderstanding any concept.
      Here's my code for the server, the part that corresponds on binding:
      m_natPunch_ptr = RakNet::NatPunchthroughServer::GetInstance(); m_peerInterface_ptr = RakNet::RakPeerInterface::GetInstance(); m_peerInterface_ptr->AttachPlugin(m_natPunch_ptr); m_socketDescriptor_sock = RakNet::SocketDescriptor(m_SERVERPORT_i, 0); m_peerInterface_ptr->Startup(m_MAXCONNECTIONS_i,&m_socketDescriptor_sock,1); m_peerInterface_ptr->SetMaximumIncomingConnections(m_MAXCONNECTIONS_i); std::cout<<"[SUCCESS] - Server initialized correctly"<<std::endl; std::cout<<"The server GUID is ->"<<m_peerInterface_ptr->GetMyGUID().ToString()<<std::endl; std::cout<<"The server IP is ->"<<m_peerInterface_ptr->GetSystemAddressFromGuid(m_peerInterface_ptr->GetMyGUID()).ToString()<<std::endl; And here's the client corresponding one:
      m_punchClient_ptr = RakNet::NatPunchthroughClient::GetInstance(); m_peerInterface_ptr = RakNet::RakPeerInterface::GetInstance(); m_peerInterface_ptr->AttachPlugin(m_punchClient_ptr); m_peerInterface_ptr->Startup(1,&m_socketDescriptor_sock,1); ConnectToServer(); std::cout<<"I'm going to try to connect to the server"<<std::endl; m_peerInterface_ptr->Connect("My public IP",8000,0,0); //I retrieve my public IP with whatspmyip.com std::cout<<"Connecting..."<<std::endl; Thank you very much in advance.
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!