Foliage, rocks, debris and trees! Thanks to the Unreal Foliage Spawners, I can easily create a complete procedural island with millions of small details that would be impossible to create manually. This is for example the ground view from the top. See how much details, and the island is more than 4 km2! The tropical Jungle is totally covering the mountains, and on the flat areas, there is space to build homes, business and buildings. Roads will connect them soon. […]
Welcome to this 2nd update. I have decided to use Advanced Locomotion System, a free asset since Epic has hired the developer. This is an amazing asset, and it convinced me to change the point and click system that I was thinking when writing the white paper to a more addictive third person locomotion system. Finally I have finished the island landscape. After testing having two maps stitched together, I ended up keeping only one. It is running faster, takes […]
Update February 2021. I am re-starting this project on Unreal 3d Engine by EPIC. I am so much satisfied by what I get from this engine so far! It seems that everything you throw at it doesn’t matter, it stay quick and smooth all the time. It is like playing with magic, compared with other technologies I have used before. This month I have mainly evaluated assets and selected the ones that will be used to do the foundations of […]
This is crazy times! I started this project 4 years ago with Unity, and stopped it when Unity broke the compatibility for their new rendering system. I worked in the crypto currency field, making some smart contract with Ethereum and then finally creating Kryptofranc with Jean Martial Lefranc in 2019. It is our own block chain based on Bitcoin of course, but which has its own unique characteristics. Now is the time were things are getting real. I have secured […]
Lot of things have been improved. I use a new terrain shader based on texture arrays, which allow me to have 16 textures at the speed of the normal Unity terrain, and water puddles easy to sync with rain for example. I also start working on the Buildings. Most of the buildings in the video are for the Elite members (the ones who are paying) another video will feature the normal buildings which are very different! Enjoy the video and […]
Here we are, the Milestone 1 is released. I am so excited to move to the next stage which will feature the NPC characters, dialog system, the weapon system and the main buildings. What is included in this demo? You get 1 terrain ( the game features 17) with a lake and some basic power buildings and antenna but is mainly: the jungle! The environment is a very important part of the game. You can change the time with a slider […]
Here is the main materials that I will use while the player will explore, talk, fight. Note the “Avatar flute”. Listen with a headphone!
It seems that this milestone is taking forever. But on my way to do the first flyable release, I am a bit forced to do the UI (User Interface). I want that you have some options to play with the settings. So I have bumped on Machine UI for UGUI by Evil that is looking exactly as if Evil did a custom work just for my game. I am so lucky on this one. Evil is the best UI designer on […]
Playway Water system is great for a huge Ocean but it does not work so well on small bodies of Water. Introducing FastOcean from bearWorks. This asset has many issues that I need to fix, but it catch my attention with some unique features. It is fast. Someway they managed to get the reflections faster than the classic planar reflection that is so slow with Aqua, Water4 or Smartwater. I love the Glare effect, it is visually amazing. The code […]
No tropic comes without some heavy tropical rainfalls and thunderstorms. These will be top notch and will come progressively like a full cinematic experience. This will be polished but here is just a sneak peak of what you can expect. I wanted to have rain, splashes and puddle ripples. No need to re-create the wheel, Rivermill’s Realistic Rain Storm has done the work and is available in the Asset Store. Their basic settings are not optimized (12000 particles!) and the lightnings are […]