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
I didn't actually understand Alfred's explanation of how to change the column order in counter.social, but I've found it now.
If anyone else is wondering..
At the top of each column, there's a little settings icon on the right. Click it, you get a dropdown. At the bottom right, there are two arrows like " < > ", you click those to move the column left or right.
#cosotips
@Alfred How do I change the order of columns in counter.social?
@Alfred how do I reorder columns?
BTW, the game I'm working on, it all started when I went to look for a modern remake of Virus/Zarch/Lander from decades ago. I didn't really find anything, so figured I'd have a go.
While looking up reference images today, I found a version. Quite different to mine, it's more a faithful recreation for modern computers (though with some changes). Very nicely done.
If anyone's interested, it's a free download here:
https://tapanilanktt.itch.io/z-virus-2022-remaster
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.
Well, fuck it, managed to figure it out, mostly. If, by some infinitesimal chance, somebody on here is looking for more info it, I posted what worked for me on the Unity Forums
https://forum.unity.com/threads/particle-collisions.1468052/#post-9187358
Just in case anyone's thinking about replying "oh, but maybe they were warned something like this might happen and they signed the contract", sorry, no.
First, prove that 'maybe'. Second, Consideration should be assumed, rather than expecting people to disclose prior abuse rather than experience more abuse.
The clip I have in mind while typing this:
https://www.youtube.com/watch?v=0zxQn8Vi5l0
I mostly do nerdy stuff with computers and music