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Ph4nt0m

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  1. Devblog #35

    New inventory interface framework DOMEN KONESKI I established a new inventory interface framework by writing a new logical layer on top of the current system. By doing this we can now save a lot of coding and designing time. The system is generic which means UI elements are built on the fly and asynchronously. For example, we load sprites from the pool if they already exist in the memory, else we load them asynchronously from the resources – disk. Everything feels seamless now, which was the primary goal in mind while recreating the system. New logical layer introduced new item manipulation techniques while having your inventory open: By hovering over an item, a description panel shows which holds information about your item such as item name, description and quality; By dragging one item onto another one, swapping or merging becomes possible; If you right click on an item, you can split it if there is enough room in your inventory; If you left click while holding left-shift, you can transfer an item instantly to another inventory panel. Harvesting world resources DOMEN KONESKI World resources such as stone veins, metal veins, niter veins, crystals and trees now have a harvesting feature – items (wooden logs, ores) now drop while mining/harvesting the resource which significantly improves resource gathering feature of Floatlands: Critters ANDREJ KREBS We started adding some more critters to the game. These will be harmless small animals and robots that will add some more life to the game. So far I’ve modeled, rigged and animated the hermit crab and the spherical robot. I also added a missing animation to the rabbit. https://media.giphy.com/media/xUNd9GpFCnm1p4EnXW/giphy.gif Foliage ANDREJ KREBS I have prepared some undergrowth foliage to make the nature more varied and interesting. They’re made in a similar way the grass, bushes and treetops are made, with alpha transparent textures on planes. Companions MITO HORVAT Roaming around the world can sometimes feel a bit lonely. So we decided to implement a companion to follow you and keep you company as you play. Companion won’t just follow you arround and be useless, they’ll be a valuable asset early in the game. For instance, they’ll help you gather resources with their set of utilities. They’ll even provide the source of light during the night! As with any concept design task I’m given, I usualy sketch a bunch of ideas on a small collage. In this case we then printed it and everyone in the office picked their 3 favourites. Based on that decision I combined the elements of the companions everyone picked and came up with the following concept. It’s also important that the companion has elements that you can find in the game, to give it the unique aesthetic look.
  2. Devblog #34

    They were ok, we're just revamping the whole generated world.
  3. Devblog #34

    Riverbanks, trees, floating stones ANDREJ KREBS, DOMEN KONESKI Riverbanks Riverbanks and (under)water are now filled up with more content such as grass, stones, chorals, ruins, tires and more. I’ve developed a spawning system that allows quick and easy setup for new game objects. You want to spawn a game object only in water at certain depth? You want to spawn trees at certain slope angle and then change its height on the fly? This system now allows you – without coding – to do such things with ease. ruins on the riverbank New trees We decided to rework the tree tops, so I experimented with techniques and stiles, until we got to something we all really liked. This really changes the attitude of the game and creates more immersive but still somewhat abstract feel. The solid blob treetops are now being replaced with bunches of textured alpha transparent planes. new trees implemented Floating stone Lastly, here we have a timelapse video where I modeled a floating stone with a crystal. These stones will float above the crater where the floating islands were raised. I sculpted the basic shape and applied a decimate modifier, after that I added a crystal made in a similar fashion. Exponential grass level of detail DOMEN KONESKI I’ve been tweaking our new grass renderer a little bit and asking myself if I can increase the grass draw distance without ruining the overall performance. I came up with an unique solution by decreasing the amount of rendered grass, having in mind maximum grass distance and current camera position. New LOD logic allows subtle decrease of rendered grass meshes over the distance between the player and the final render distance. With this system we can now increase the render distance and allows us to add more content into the world of Floatlands LOD comparison Terrain minimums and maximums VILI VOLČINI Finally I set out to improve the tools for terrain. It’s not much, but I did a function for local min/max search and slope of terrain. Local maximums should be useful for spawning bigger objects that need visibility. Local minimums could be useful for resources that need to be more hidden from the player. local min/max search Critter concepts MITO HORVAT To further enhance the world we’ll add tiny critters that will roam around the environment. Critters will be friendly animals or mechanical creatures that will move around specific territories. For example you’ll encounter turtles near the sea/shore line, chickens near villages etc. If you decide to kill the critter, there will be a chance that it will drop loot or crafting materials. Although, what kind of heartless person could possibly kill a tiny cute crab dragging around a tin can house. critter concepts
  4. Devblog #33

    Dev Stream #05: Deep End submarine ANDREJ KREBS, MITO HORVAT The underwater scenery in Floatlands will be huge, you will need an efficient way to travel underwater without getting yourself killed and for this reason Deep End submarine comes in handy. Players will be able to craft this submarine. You’ll be able to travel at faster speed underwater and reach the undiscovered depths. You'll even mine precious minerals that only spawn on the ocean floor with the help of the laser mining “drill”, which you’ll craft and attach to the front of your Deepend. We livestreamed the creation of a few Deep End assets – the aforementioned submarine and a small crab: Crater assets ANDREJ KREBS We started making a small biome that will appear in the craters left by the raised islands. In particular these will be harsh toxic areas with a lot of very lucrative resources. So far we have modeled quite some assets for it, based on Mito’s concept art. Crater assets Reworked grass & bushes ANDREJ KREBS In addition, we have reworked and developed a new look for the grass and bushes. The bushes we added use a similar approach as grass, using planes with alpha cutout textures and a foliage shader to make it react to wind. new grass & bushes Smoother terrain VILI VOLČINI Domen already did tremendous amount of work on improving the terrain, but I saw some room for improvement. Terrain is based on heightmap/bitmap, but sampling was done without interpolation. So this is why I implemented bicubic interpolation, which gives us smoother terrain and enables us to do derivatives on it (gradient). And from gradient, I can calculate normals or search for a local minimum/maximum through iteration (gradient descent). This is very useful because there is no more need to raycast meshes to get normal sample, which should optimize some terrain generation processes. As a result, here is animation of testing gradient iteration and it works quite good. testing gradient iteration Simple animation script DOMEN KONESKI For the purpose of creating simple animations (basic object rotations and translations) without using any external libraries we have written a script that handles animations by itself without using Unity3D’s animation framework. You can use the script either programmatically or as component. Good thing about having animation system is scalability and room for improvements, because it will be a location based system meaning only those game objects that are in vicinity are going to be animated.
  5. Devblog #32

    Dev stream #4 – Underwater scenery ANDREJ KREBS, MITO HORVAT This time Mito and Andrej joined forces and created Underwater scenery. A proof of concept demonstration of possible new models/elements in the Floatlands Game. From concept art to sculpted models to finished scenery. The visuals of a game can change a lot between concept art development and final Blender 3d model implementation in scenery. Concept art for the beach and underwater biome ANDREJ KREBS, MITO HORVAT We’ve been preparing ideas and concept art for the beach and Underwater biome that we are setting up. It will be one continuous biome that will stretch along the shoreline. We created different assets that will be on various distances from the shoreline, ranging from land that’s away from water, to deep under water. The ocean bottom will be littered with interesting sea flora and even resources you’ll be able to harvest. We explored different moods ranging from dark and gloomy, to bright and lively so we can decide on what we want it to look like. underwater concept The beach will be where the players start their game. They will not be able to go out to sea until they level up to a point where they are capable to go far out into the water. This will force them inland to explore and get familiar with the world first. Later the players will be able to explore underwater, find more resources and explore remote islands. Underwater – Gameplay Wise DOMEN KONESKI The Underwater will serve as an interesting and difficult area to access. Since you are a robot, the water will also affect you in a negative way. Although with levels and skill trees planned, higher level players will have a true access to the Underwater. For new players we want them to focus on the Floating islands and the Main land. They need to experience fear of going into the ocean for the first couple of levels. When they level up the world will get bigger for them. Kind of removing a “hidden” barrier and introducing them to the last bit of the world. We are also thinking about including new vehicles, but that idea is still something we have to figure out first (the impact on the gameplay can be drastic). The purpose of making The Underwater more difficult is for the player to find some huge chunks of resources in the deep water. These are hard to obtain, but can improve late-game gameplay (players will start to explore waters when they are done with Floating islands and the Main land). Still, The Underwater is still in the concept phase and we really want to make it as fun as we can. Join us on Discord
  6. Devblog #31

    New World – world changes and improvements DOMEN KONESKI I was very skeptical about New World and changing the current world of Floatlands. The world included floating islands, debris and details such as clouds. There was a lot of unused space (air) which was not defined gameplay-wise in any way. It was only a medium for traveling from one island to another, therefore making it a really boring routine to do. We could fix and improve that by doing various things: allowing players to build in the air with more air-play, creating more debris/objects where players could land in the mid air, designing ‘spacecrafts’ with whom you could travel trough the world (good idea, but it is not appopriate lore-wise since we really want to improve on smaller aircrafts such as our little Buzzard), creating a ground level terrain which covers entire playable area (which should be large) with terrain. The decision was obvious, we went with the latter choice (hint was in the previous blogpost). I started working on the so called Main Land island which we will include in Floatlands. Main Land will include all biomes we introduced already and floating islands. It will also have water (sea & rivers), Humans of Floatlands, our beautiful animals, basically everything we already worked on. I’ve already done a lot towards creating this new ground level of Floatlands. There’s a whole-new procedural terrain generation, color blending between biomes and height differences, whole-new grass renderer using some advanced techniques and our current day/night cycle system. The technical part of the New World First of all, we generate the height map trough different sets of Perlin noises. We also have a biome map, which represents which biome is at specific position. The best part about this biome map is amount of mathematic principals and algorithms I’ve used to create a procedural biome map so it would look as natural as possible. Have a look: Biome map texture Blue represents sea/lakes/rivers, green represents our ‘normal’ biome (take a look at the bottom right, you can clearly see some micro islands will form), yellow-ish is desert and white are mountains with our snow biome. I easly implemented rivers using custom made Growing Trees algorithm. Here is the first test I ever did (it looks like ice cream – don’t mind the colors): First procedural generation test with color blending Meanwhile Mito and Andrej remodeled some of our trees, created new concepts for our metal/niter/stone veins (we’ve been using old models and they were really outdated speaking of general design). New veins sketches 3D models/render of the new concepts After adding rivers system, new generator rules, grass and other natural objects, the world started to look familiar and appealing. Current state of the New World. In conclusion, we have also produced a short video showcasing the current state of the new world (note that floating islands are still missing in the video). You’re all welcome to join us on Floatlands Discord server and have a chat with us.
  7. Devblog #30

    Preparing for SGC – slovenian games conference DOMEN KONESKI We have been preparing for an upcoming conference SGC – Slovenian Game Conference which will be held in Ljubljana, the capital of our beautiful country. Event focuses on development, marketing and bussiness, there is also an indie expo meant for teams to showcase their game in progress: from mobile games to PC and VR. We prepared some T-shirts, posters and 3D printed model of our dreadful sheep which can be yours! You will also have an opportunity to try Floatlands and chat with us. See you there! promo material for SGC 3D printing ANDREJ KREBS & VILI VOLČINI We delved into 3D printing a bit and prepared some animal models from the game for 3D printing and ordered some test prints. So far we’ve prepared and printed a model of the cute little sheep from the game. We’re also thinking about trying to print a rhino and a couple of deer. 3D print renders Dev stream #2 – drawing new concepts & gameplay DOMEN KONESKI & MITO HORVAT Last friday we had our second live stream where Mito showed the process of creating concepts. He drew a couple of weapon sketches and there were even some good weapon ideas from our Twitch viewers that we tried out. In the second part of the stream Domen showcased some early gameplay footage. Check it out! New rock concepts MITO HORVAT With the environment and the world constantly evolving we have decided that its about time we replace the old nature assets with new and improved ones. So I made a couple of new rocks for each biome, trees are next in line and to spice it all up we’ll add even more nature elements in the game to make it look more alive and less monotone. new concepts for rocks New rock and tree models ANDREJ KREBS We started reworking some assets from early development like the normal biome, since some of the assets in those biomes are still there from our prototype stage. So far we’ve modeled some new trees and some rock clutter. rendered models of new rocks and trees Light & scan radar for drone TADEJ VRANEŠIČ Wohooo, after much testing EGX Showcase build was finally ready. Few details were added on a scanning drone such as a light and a scan radar. Few new avoid manouvers will be added soon, so droid flight wont be repetitive. Compiling the game VILI VOLČINI This week was slow for me in terms of development. I was mostly smashing my head fixing various bugs. I have fixed some inventory bugs and a couple of fatal crashes. Afterwards I have successfully built the working prototype of Floatlands so we could internally test out the gameplay. I have finished junk shredder aswell which will turn useless items into useful resources. More about Floatlands: website facebook twitter instagram discord twitch
  8. Weekly update #29

    Our first live stream DOMEN KONESKI & ANDREJ KREBS 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. 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. 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.
  9. Weekly update #28

    Spartan & Roman skins I started this week by preparing a broken model of the dropship, so the players will be able to blow them up spectacularly and making collider models for the broken pieces. After that I carried on by adding more skins for the player outfits – the latest additions are Spartan and Roman like skins. Spartan and Roman like skins I prepared some more cloth outfits and a few junk armour pieces. I also added a camouflage skin for the fine metal armour. cloth outfits and camouflage skin Dropship destruction I’m still playing around with the dropship NPC, I even did some work on it through the weekend. Here are some key points: Separating single script into many separate scripts How dropship explodes Adding explosion and smoke effects Dissolve effect Collision avoidance – so dropship doesn’t bump into something This code may be used for future flying NPCs so it’s not good to spoil this fun by writing bad code. I can show you this clip of dropship destruction (stress testing): dropship_destruction_lowpoly_floatlands.mp4dropship_destruction_lowpoly_floatlands.mp4 Clouds & Flow Map Clouds are now animated/translated troughout the playable area using flowmap. A flowmap is basically a texture filled with various colors. Each pixel describes a movement vector by extracting red and green component of the pixel. The computation looks like this: We’ve used Teck’s FlowMap Painter to generate nice and smooth flowmaps which can be easily imported in your Unity project. Check his other work aswell. flowmap Cloud system is being spawned by a custom pooling solution, the only thing left is to create some weather scenarios – cloudy and less light, rain and storms. We can do this by changing the flowmap (which has more aggresive vector field) in real time. moving clouds So we can conclude that a flowmap is a vector field. Controls Menu This week my time was invested in creating Controls Menu. Finally some UI quirks that will put the whole game together nicely. First thing that comes to mind, when creating Controls Menu is KeyBinding, which lets user choose custom keys with Key Definition – KeyCode pair. We decided not too use Unity default KeyBinder-Input Manager and use our own system with .ini file that has [name, description, category, defaultKey, playerKey] connections, which gives us more freedom from the get-go. controls menu Swamp biome assets swamp assets concept With the swamp biome on the horizon, its time to spice it up and make the biome look distinguished from others. Currently I’m playing around with different color palettes to give the biome a specific atmosphere. Colors combined with all the right assets will create a really unique environment for the player to explore. Swamp biome will be littered with small ponds and tall trees. The flora will be very lush and the combination of huge trees and roots everywhere will create a very dense looking biome. We’ll also include swamp specific critters and animals, but we still have to brainstorm what would fit, any suggestions? Below is a collage of concept sketches of assets that will be added in the biome.
  10. Weekly update #27

    World map I’ve been working on a new ‘feature’ for the game – World Map. With this I have removed our initial idea of compass since you can now use your map to guide you troughout the world. The idea was to map out all islands with their positions as an icon but then noticed scaling and precision problems so I took another way of doing a world map. world map WIP The idea was to render the visible world to a rendering texture using ortographic (2D) camera. I had alot of problems zooming in, aligning the grid and moving the whole map with the mouse. The end result is great and intuitive. finished world map The map texture also has an edge detection algorithm on it for some image effects. Note that render texture can be wiped out when changing the level or programmatically pausing the whole application. Clouds everywhere Skies in the game are empty so I started working on some more details, the first was adding some splats and details to the “cloud” cubemap, the second change is a cloud system with a pooling mechanism. When a cloud prefab hits something (e.g. an island) or is out of bounds it shrinks and is then sent back to pool ready to be reused. The system needs some more prefabs and more movement logic to it – cyclones (read: vector field) anybody? More skins This week I made some more variations of armour sets that will be available as skins. I also added a clothes outfit that will be purely aesthetic. I added some paintwork to the wooden armour, some decorational bolts to the junk armour and made a coat and a hat for the aesthetical set. I also made a new, fine metal armour set, that will be available in a variety of finishes. more variations of player skins Swamp biome concept I’ve decided to take a short break from all those numerous player armour sketches and to break the monotony I’ve started researching concepts for the next biome. The next in line is a dense swamp biome. Below you can see couple of speedpaintings I did of the enviroment. I’ve also experimented with different color palletes to portray a specifit mood for the biome. greenish swamp biome concept Those type of islands will be covered in thick mist and tall and lush trees. Trees will have huge roots poking out of the ground, and long willow tree like branches. On the ground you’ll find swamp biome specific foliage and wildlife, and the landscape will be littered with ponds. dark swamp biome concept Drone movement and destruction Scouting drone has finally got its smooth flaps movement. It is correlated with its speed – at desired speed flaps are perpendicularly to the line of drone sight, with speed increase they move backwards and with speed decrease they move forward. speed correlated flaps movement Previously I showed you an example of scouting drone destruction and how it falls appart into pieces. This time you can check out the mining drone destruction – not as many destructible parts, but still pretty good. drone destruction Dropship movement I got back to working on dropship movement, since it still needed some smoothness to it. It’s almost finished, so I can show you a bit of a sneak peek. Mostly I worked on tilt movement, PID controllers (Vector3 and Quaternion PID controllers) and cleaning up the code. Remember that this is still a WIP, but here is a short animation showing how it lands on an island. dropship landing More about Floatlands: website, facebook, twitter, instagram
  11. Weekly update #26

    Ideas for armour sets & jetpacks 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). 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. jetpack variations Armour sets 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 Drone destruction 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 Logic Gate system 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 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. 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). 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. Further sound processing will be done with plug-ins that I will demonstrate on a later update. More about Floatlands: website, facebook, twitter, instagram
  12. Weekly update #25

    Scouting drone This week was intense, because there was no right way to make a mining drone beautifully stabilize after being hit. Finally we decided to include PID (proportional–integral–derivative) system. Yes, I know it sounds complicated, but all it does is try to minimize error over time and readjust the path. It worked like a charm, actually my new favorite thing about the game is hitting drones and watching them stabilize. The second thing I was playing with this week was “scout” drone, which can move its flaps now. Only a few more steps and a buzzing drone army will be ready! Flaps movement on scouting drone Settings Floatlands will have predetermined graphics/game settings values (lets call them Low, Medium and High graphics) and of course a custom one. I have created external files for each graphics quality settings that are loaded at the start of the program with our own parsing algorithm. The settings values look like this and can be changed without recompiling (for now a game restart is required): To read values from the file (the values are stored in the memory in an array list) we simply call the following API calls which are reachable anywhere in the game code: Junk recycler device We had this idea of including a Junk recycler device, which recycles junk items the player will find lying around and turns them into condensed recycled junk pellets that can be used in crafting. I relatively quickly prepared a model of this device for game implementation, then I also revised item descriptions and fleshed them out a bit to be a bit more interesting and helpful. I am now looking over and organizing the crafting recipes, so we can later balance the crafting more easily. junk recycler Dropship I decided to work a bit on the dropship and here’s a picture of the current state. Turrets already aim at you, motor particle effects are also in place, landing gear can open and retract, LODs are working. There’s still lots of work needed for it to become fully functional. I need to implement quadcopter-like physics, path planning, some realistic behavior and enemies dropping out of ship when landing. I would like to do it as soon as possible to show you some more goodies! aiming turret & dropship gizmos Skins In the following weeks, we’ll add various modular armour pieces (skins) so the player will be able to personalize their character. There will be several different versions of the each possible armour piece (skin). Those will be divided into 4 categories: torso, limbs, helmet and jetpack. I’m still in the process of figuring out what would fit the best, but below you can see some quick and rough concept sketches. modular armour pieces More about Floatlands: website, facebook, twitter, instagram
  13. Weekly update #24

    UI: character menu & build mode panel Continuing with the UI, I have decided to implement a brand new character menu that includes all the player stats, player model and item slots for your dressing needs (will be implemented in the future). You can rotate your player model with the script that is provided below. New character menu I have also changed the looks of the Build mode to make it as simple as possible. New build mode outlook Generic mouse swipe script It is time to give away some code for those in need of a solution when you want to do something with the mouse gestures, in this case a mouse “swipe” gesture, e.g. you wish to rotate your character model in the character menu with your mouse. The script provided can be used in your projects, free of charge, and can handle multiple things: Unity Event when moving the mouse in X direction only Unity Event when moving the mouse in Y direction only Unity Event when moving the mouse in XY direction Knowing if the mouse is “down” on the selected raycastable panel To make things work create a UI panel, hide the image (do not disable the component), select the image as raycastable and add this script. What you have to do now is to populate your Unity events with your custom function calls. Do not forget when calling your function via this script the function getting called must take one (for X or Y only events) or two (XY event) arguments type of float. The last thing is to mark the event as dynamic, see image below. mouse swipe script using UnityEngine; using UnityEngine.Events; using UnityEngine.EventSystems; namespace Floatlands.UI { public class MouseSwiper : MonoBehaviour, IPointerDownHandler, IPointerUpHandler { public bool isHoldingDown; public Vector2 totalDeltaVector; public Vector2 deltaVector; private Vector2 prevVector; private Vector2 startPosition; private PointerEventData eventData; [SerializeField] public SwipeSingleEvent OnSwipeXEvent; [SerializeField] public SwipeSingleEvent OnSwipeYEvent; [SerializeField] public SwipeDoubleEvent OnSwipeXYEvent; public void OnPointerDown(PointerEventData eventData) { isHoldingDown = true; startPosition = eventData.pressPosition; prevVector = startPosition; this.eventData = eventData; } public void OnPointerUp(PointerEventData eventData) { isHoldingDown = false; } void Update() { if (isHoldingDown) { Vector2 currentPosition = this.eventData.position; totalDeltaVector = currentPosition - startPosition; deltaVector = currentPosition - prevVector; prevVector = currentPosition; OnSwipe((int)deltaVector.x, (int)deltaVector.y); } else { totalDeltaVector = Vector2.zero; } } void OnSwipe(int deltaX, int deltaY) { if (OnSwipeXEvent != null) OnSwipeXEvent.Invoke(deltaX); if (OnSwipeYEvent != null) OnSwipeYEvent.Invoke(deltaY); if (OnSwipeXYEvent != null) OnSwipeXYEvent.Invoke(deltaX, deltaY); } } [System.Serializable] public class SwipeSingleEvent : UnityEvent<int> { } [System.Serializable] public class SwipeDoubleEvent : UnityEvent<int, int> { } } Outfits and speakers Mito created some outfits concepts for “techies” that would distinguish them from the “farmers”. So this week I was occupied with modeling and weight painting the new outfits. They put more metal pieces on themselves as armour is made of junk pieces of sheet metal. various “techies” outfits After that I modeled propaganda speakers, which will appear in the world. The speakers will emit propaganda messages and other sounds. propaganda speakers Extra robot concepts Currently there is only one type of enemy robots. Simple humanoid machines that wield various weapon types (from snipers to grenadiers etc), they roam around and attack anything in sight. In the near future we’ll add sturdy, hard to destroy robots that will challenge the player. In addition, we’ll also add small spider like robots that will be quick and unforgiving with their melee attacks. Those enemies will surely test your aim. You can see the first glimpse of concept sketches below. a different kind of enemy robots Mining drone in action This week I’ve been playing around with drones, particularly “mining” drone which Andrej beautifully modeled. Mining drone will represent a fine touch to resource collecting. Upon destruction its loot will be dropped and ready for collection, which allows the player to gather resources faster. Tweaking its avoidance system makes it fly smootly regardless of any obstacles on its path. Finishing touches were also made for the drill rotation. More nuts and bolts next week. mining drone in action NPC battles Humans are already alive and fighting each other (Farmers vs. Techies). They have 3 different weapons for now: fists, single shot pistol and revolver. They can also melee attack with pistols! NPCs fighting I also just started working on ‘Hint nodes’, which will have different geometric shapes. Those hint nodes will provide information about the world – safe spots, danger spots, sniper spots and so on. basic gizmos More about Floatlands: website, facebook, twitter, instagram
  14. Weekly update #23

    Time for a new video? Sure is! 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 changes 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. Changed and simplified UI with a problem of bright environemnt, system in the works! Scouting and mining drones concept 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. 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 outfit concept New drone models 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. Scouting & mining drones NPC interactions 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. For more curious readers, those are internal details of current Behavior Tree and Animator. (Caution, images are extra large) Behaviour Tree Animator Bug Tracking 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 Some of the bugs already live on bug tracking software! More about Floatlands: website, facebook, twitter, instagram
  15. Weekly update #22

    Thanks!
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