Thinking about reviving an old #Unity #Unity3D project, documented here: https://medoingnerdstuff.blogspot.com/search/label/Game%20Development
The roadblock I ran into was how to "paint" the landscape to show virus spread - given that chunks of the landscape would have to be loaded and displayed on the go, with the virus spread state for each chunk remembered and siaplyed each time that happened.
Any pointers, codey-types?
#gamedev
In all the noise over #Unity3D 's 'runtime fee' clusterfuck and people talking about moving to other game engines for their projects. I'm surprised there's very little about #CryEngine. It looks very capable and has abunch of features that I would've thought would be more popular.
https://www.cryengine.com/
Haven't written any proper post yet but #Unity3D has backed down from most of the important points in their previously communicated position: https://blog.unity.com/news/open-letter-on-runtime-fee
So I'm likely going to stick with them for the duration of this project, and then reconsider my options.
#GameDev #IndieDev
Wrote a bit about the #Unity3D thing with regards to my own game project. TL:DR I'm putting it on hold for now
#GameDev #IndieDev
https://medoingnerdstuff.blogspot.com/2023/09/pausing-development-unity-debacle.html
The #Unity3D clusterfuck rumbles on..
I don't fancy working on my current Unity game until it's resolved so I'll probably be spending a large part of the day looking at alternative game engines, mainly the open source ones. Currently top of my list to check out is Godot.
https://godotengine.org/
#Unity3d seem to have pissed off EVERYBODY with their new fee structure. Which is understandable, it's bloody stupid (imagine using 'installs' as a metric to evaluate how much a dev pays...).
Amazing that someone gave the go-ahead for this, while also apparently ignoring the PR dept - the idea is terrible, but also the communication around it has been spectacularly bad..
Started working on another of the enemies, the Drone. The biggest problem is, there are hardly any reference images available and, of those that are available, they're incredibly low resolution screenshots. Trying to work out the details for a model is a nightmare, but I think I'm close-ish atm.
#Blender #Unity3D #GameDev #IndieDev
Took a bunch of screenshots for #screenshotsaturday over on the hellsite so, not being one to waste effort, I'm going to post them here too ;P
And here's the proof!
Looks kinda pants atm but it's functional. Prettification can happen later.
Same goes for the minimap.
Just made a quick'n'dirty altimeter for my game using a #unity3d UI slider. Don't think they're meant to be used like that but screw it, it works π
I just came across what looks like an interesting collection of resources around procedural generation - code, reading material, talks/videos, links, all sorts. Here it is, in case anyone else might find it handy:
https://github.com/kchapelier/procedural-generation
#Unity3D #Procedural #Procgen
Okay, video uploaded (better late than never!) of the changed day/night transition. Or rather, the night/day transition, 'cos it's showing a sunrise.
The clouds are procedural, so no two sunsets or sunrises are the same. Had to sit through a whole bunch of them to check the cloud colour and light colour was synched, it was oddly relaxing..
I'll do the video tomorrow, I'm starving rn, but here's a couple of screenshots of various times of day. Sorry about the quality!
Night, sunrise and daytime (the number on the top right is the in-game time)
Busy few days on the game-making front. Mostly been tweaking stuff, though "tweaking" probably undersells the scale of some of the changes.
For example, I've redone what was a very basic day/night cycle, now it includes changing light and cloud colours depending on the time of day so it's a bit more realistic (and a lot prettier!).
Corrected some model UV maps, made 3D model changes, adjusted some materials to work procedurally etc
Been fiddling around with the models for my #Unity3D game and can't help but feel you should be able to set a map for emission colour as well as emission strength.
I'm quite n00by tho, so tell me if there's a way to do it that I'm missing!
Think I might've been overdoing the #gamedev stuff lately..
I was walking around town just now and had this weird sensation, almost like I was in a game engine. There was this heightened awareness of the environment around me and I'm analysing how I'd model things in #Blender or #Unity3d - paving slabs, the clouds, shopfronts, pedestrian and driver behaviour etc..
Probably a good thing I'll be busy with other stuff for most of today!
Latest WIP video from my #Unity / #Unity3D game.
Added a destructible building because... well, blowing things up is fun. Bloody better be anyway, took me 2 days..
Changed the big alien a bit so it uses a texture map rather than #Blender materials, and rejigged it so it's easier to edit/iterate.
And now there's also a very basic day/night system.
I mostly do nerdy stuff with computers and music