Tag: making of

Exo One August Update

Had a pretty good, distraction-free and sickness-free month! Work was done! Huzzah!

What’s been happening, then? Here’s a quick rundown (spoiler alerts!):

  • Finished “skybox particles” for Island World
  • 2x Dunes biomes + rocky biome completed + biome blending. Super happy with the general scale, realism and variation in this planet. Tweets of WIPs below!
  • Not as happy with the water skipping gameplay as I once was. Now that there’s “charge/power” levels and pulling up controls, it’s a little less satisfying and simple. Going to leave this and see if a solution pops into my brain at some point!
  • Biome texturing mostly complete
  • Island World around 90% complete. Still needs some objects/fine detail placement/intro work etc. This planet has taken far longer than usual/expected because of two different plugins I don’t normally use/didn’t play well together. Now that I’m more comfortable with both, future planets using these should be much faster.
  • Fixed old nagging terrain specular issues.
  • Debugging performance issues in island world.
  • Had some difficulties marrying fog/water/terrain for Island World and combining certain plugins to create the effects on this planet.
    • The huge range of Unity plugins is great, getting them to work together sometimes is another thing!
    • Two water plugin options that were solid as of 6 months ago are now both deprecated or unsupported and not working properly in Unity 5.6. I’ve fudged my way around one of them for now.
  • Spent quite some time ‘debugging’ above plugin issues, texture issues/profiling/bug reporting.
  • Fireflies can now be picked up (they follow you) on the Ice World, which give more sporadic charge the more you have following you.
  • Wind now pushes you in the direction clouds move
  • A fair bit of time spent learning Fog Volume 3

Pretty Pictures of Things

https://twitter.com/JayWeston/status/903831753856389121

https://twitter.com/JayWeston/status/903855352243920896

https://twitter.com/JayWeston/status/901428170359951360

Here’s a WIP that includes Rhy’s latest music track for the Island World:

https://twitter.com/JayWeston/status/898883801702481920

And here’s a new one of the terrain biomes blending together:

isoIslandWorld

Cya next time!

Distraction Levels, Huge. More Planet Making.

Due to some (good!) news I can’t announce just yet, my distraction levels lately have been rather huge, so I’m not getting a lot done.

So I thought I’d do another planet making video.

Planetary Planning:

  • Focus is on the clouds for this planet, so won’t go too crazy with terrain. We are probably aiming to be airborne at least half the time on this planet, so the terrain is a little less of a focus.
  • Need to make sure the player isn’t going to be ramming higher altitude terrain while inside clouds, so keeping things low/smooth.
  • Consider what terrain is good for constant, fast, 1-directional movement.
  • Today mostly tackling a Mars-style, high-speed wind affected terrain using line nodes and noise masks. Check out:

Video

Action! (the video recording software) or my computer shafted me and I lost most of the first take, so here’s a 2nd one, using NVidia ShadowPlay (thanks for the suggestion, Mr @CFantarella).

Flora

I know some frozen rock is unlikely to have much in the way of living flora, but yknow… SPACE! Who knows how these plants live!! Plus, moving grass shows high speed wind nicely.

I checked out some of the fastest moving water/water plants on earth and saw this long flowing and endangered Texas grass:

Also saw a lot of interesting super long seagrass/seaweed, and wondered if I could replicate it somehow. Collisions with long flowing grass probably wouldn’t happen, but at the same time, I’m not sure I care that much. I’d rather the cool looking flowing plants (which probably wouldn’t affect movement anyway) and zero collisions. Indie game dev! Boom! Anyway, this might be a tough ask depending on the scale I go for. I’ll see what I can rustle up.

Things to try:

  • 3D plant models made from Blender. Probably multiple big sheets, to which I add a tiling grass texture, x and y, for rezzz.
  • 2D billboards, but much smaller scale, don’t know if I can even get them to follow the wind direction I want.

Results:

  • Can’t use grass, it doesnt take wind zones into consideration. It just flaps about aimlessly.
  • Made a custom tree and messed around with it for an hour or so to get this:

exo one space grass

The main problem with this is, we can’t really animate it like flowing grass. So it just kinda sways oddly like a tree. Maybe I need to get my hands on a line renderer type of thing… Unsure I’ll keep this.

Tweaking Terrain

Spend another couple hours making the rivers better, the lighting better (now we can see the ground more easily) and the sky/nebulae a little clearer:

rivertweaks

And then back onto the grass again for another hour, and so it went until it was ridiculously late and I got too carried away tweaking things! Looking back at the grass stuff again in that screenshot I think it actually looks alright, hummm. Will see what it looks like to me on Monday morning!

Bye!

More PR + Ice Planet Making-Of Video

Planned Tasks

  • Continue through Game to Market eBook and ensure I have a well-rounded plan to take to my consultant. 4 hrs
  • Upload teaser for EXO ONE to Facebook (mostly to see how many views it might generate) 15 mins
  • Begin Planet 2 terrain (replacing placeholder terrain). Possibly film for Youtube. 3 hrs

PR/Marketing

After going off on wayyy too much of a Kickstarter tangent (though not entirely unrelated to EXO ONE’s marketing), I covered some of the following:

  • Communication channels (ie Facebook, email, Twitter, etc)
    • What to post, when, topic ideas
    • Earned vs free coverage options
  • Kickstarter marketing
  • Read a crap load of stuff that took ages.
  • Watched this video:

Which was in this excellent article by IndieWolverine on Kickstarters: http://indiewolverine.com/2016/02/01/video-game-kickstarter-tips/

Planet 2 Terrain

I’m going to try recording a video of this just to see what it’s like, but may not actually share it (will see!).

Here’s some reference for this planet’s terrain:

I’m going to try essentially replacing this water with ice for this cold world. I think long half-pipe like river structures should work well in combination with the fast moving clouds, especially if they mostly somehow orient themselves to match the cloud direction.

River Heightfields

Ok so I spent an hour making a video and it’s not too bad. Pretty slow, and I’m rusty, and mumbly and so on, but that’s what 2x youtube speed is for ya’ll!

Here’s some screens from it, showing the node setup, the resulting heightfield, scene view and in-game. Again, this was only an hour of work, so it has a little way to go still.

MakingOfPlanet2Height01

Above: River heightmap, created using a simple noise texture, but isolating one small strip of grey value and then applying a curve that turns that grey value strip into a river bed cross section.

MakingOfPlanet2Nodes01

Here’s the very simple node network used to create the river, with the cross section I mentioned above.

MakingOfPlanet2Height02

The heightfield, represented as green for low altitude, red for high (which… is kinda backwards…) :)

MakingOfPlanet2Scene01

The heightfield with a muddy/rocky texture, and snow layered over the top to make it more obvious where the river bed is/isn’t.

MakingOfPlanet2InGame

Much more lighting and material work required to make the river stand out properly, but here’s a quick in-game screenshot anyways.

The Videoening

Wow, I’m famous, there I am, on Youtubes! Listen to me mumble! And don’t forget to 2x me!!

Cya next time!

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