Jump to content
  • Advertisement
Sign in to follow this  

Project: Rubikon




We approach. A productive week lies behind us:


  • Deciduous Trees for the camp added with animating treetops
  • 2nd scene sketch
  • 2nd scene scribble in progress


  • Enemy block and pursuit in progress
  • Camp asset setup
  • Humanoid shadows
  • AI looking for seat nearby and sits down
  • AI movement refactoring. Was looking for shortest route in the 8-way-movement, but that looked weird and jittered. AI now heading towards target until the next possible direction change leads directly to it.
  • Tree prefabs
  • AI input refactoring. AI now moves via target position instead of desired direction.
  • Shadows fade slightly in the clouds shadows
  • Dynamic Post Processing. Areas can be declared bright, sober, dark wood etc which affects the post exposure / saturation / contrast of the camera.
  • Horizontal arrow shooting refactored. Added air drag, improved collision.
  • Vertical arrow shooting in progress

Videos will follow as soon as we have our animated main character.
Don't miss #ScreenshotSaturday and check out our new homepage!



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 Vallarin
      I am a 16 year old student trying to develop a prototype for a game I want to build, however, I do not know where to find team members that can help me. I can not afford to pay people to help me even though I would if I could. I do have an artist that is already doing some work for me for free due to the fact she is a friend, but I feel guilty for not being able to pay developers. I have most of the game-play concepts in my head and on paper, but with my own limited programming experience and zero animation or modeling experience, I can not do that much. I am familiar with Unity engine and how it works, I have been experimenting with it for four years and I know a decent amount about game design, but that is as far as it goes. What can I do?
    • By lacky
      Hey everyone !!
      My name is Florian, and I'm a solo indie game developer, programmer, and digital artist. I've been working passionately on my very own game for quite some time now, and today marks the day of its announcement via Kickstarter! 
      The game is going to be a a challenging 2D platformer in a lovingly created pixel art world! Experience a packed story full of adventure, dangers and secrets! Exploring this vast world with all its mysteries, as well as challenging platforming gameplay and tough boss battles are the main focus points of the game.
      You can find tons of information on the game, as well as the game's trailer over at the Kickstarter project page!

    • By ggenije
      I wanted to make global save for my game which is made in Unity (only on android / google play)
      Obviously, the first thing I did was to setup plugin for google play services for unity play-games-plugin-for-unity.
      But there was bug with plugin (they said that in "Issues" of github ) so everything worked related for google play services (Leaderboards , achievements ),all but global save which was only thing I needed.
      So after spending wasting weeks trying to find the mistake, it happen it wasn't mine mistake but creator's of plugin. After that I was waiting for fix.
      Meanwhile I discovered CloudOnce which was working very good , also it have easier setup. Everything was good until Google play started the "The 64-bit requirement" that time my CloudOnce wasn't able to Sign In.
      My question:
      Is there a way to implement this, or I'm only wasting time, do someone have experience with this, and will "play games plugin for unity" work now . I'm asking this because I don't waste more time on this.  
    • By ethancodes
      I work for a company that does tractor simulators. These are pretty physics intensive so that already takes a lot of the processing power. For one simulator in particular we have a lot of crops that have to be rendered. These crops are in the detail layer of the terrain. Because we have such a large number of these in the scene, we are finding that our fps is dropping to around 40-50 when we are going through the middle of the fields (where we get the most crops on screen). it should be noted that we have multiple cameras because we have to render the mirrors accurately and everything. We have tried using a gpu instancer plugin to offload some of the workload, but surprisingly it actually decreased performance. We have tried several different ways of doing this and nothing has improved the performance. It's not a serious problem but it is something we would like to improve if at all possible. I'm wondering if anyone with experience in something like this has any suggestions we could look into on how we could increase our performance. Thank you.
  • Advertisement

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!