Advertisement Jump to content
  • Advertisement
  • entries
    59
  • comments
    86
  • views
    41016

Weekly update #29: First Twitch stream

Sign in to follow this  
Ph4nt0m

850 views

Our first live Twitch stream
DOMEN KONESKI

Me and Andrej have done our first live stream, explaining some core mechanics of Floatlands while showcasing the EGX Rezzed demo build. Andrej also did a quick tree sculpting for our new biome. Bear with us that this stream was our first one and we were pretty shy doing it. Check it out!

 

Better terrain generator
DOMEN KONESKI

I have made some changes to the terrain generator. It allows water to be rendered, hills/mountains are more exposed now allowing us to create different types of terrain with ease.

terrrain generator lowpoly floatlands

 

Setting up Wiki pages
ANDREJ KREBS

Started setting up Floatlands Wiki and worked on the item and main page. I prepared the template for the individual item’s pages and filled out some basic resource pages.

 

Trees for swamp biome
ANDREJ KREBS

Modeled some trees for the swamp biome and made LOD’s and colliders.

trees swamp lowpoly floatlands

 

Creating a game build for development testing
TADEJ VRANEŠIČ

This week was mostly about rushing to create a game build for mid-game development testing. A few changes were made in controller menu, but it still needs fine touches. New logic was implemented for drone movement, which is now completely physic based.

 

Shotgun close encounter, adding effects
VILI VOLČINI

These past couple of weeks I worked on pimping up Close encounter shotgun, added ricochet particle effects and blood effect. Otherwise, I just spent my time fixing bugs for upcoming demo build.

 

Reworking some older ideas
MITO HORVAT

Since we’re frantically preparing the demo for the SGC event, there’s really no point of pumping out new concepts and content. Therefore its time to rework some of the older ideas. We’re dumping the wooden fences and completely overhauling the buzzard. The changes wont be extreme, but since we’re constantly evolving I think its appropriate we update the older assets as well.

updated design sketch floatlands

 

 
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!