Day and Night cycle.

Stage 1 is almost complete! There are still B level things to do, like the Rain (almost done) but I will do it when I will be bored later by the upcoming milestones. This stage took 2 months. I estimate the first beta to be for January 2018 with the game starting to be playable in September 2017. Doing a game is like climbing a mountain, you need to do it step by step, without looking at the top of […]

Read More

You have probably noticed that the video I make can be quite slow. It is because with Unity trees, I get 10 FPS on my I7 / Nvidia 950M laptop. I have a very good procedural Jungle, but Unity show its limits. Who is going to play a game that is running at 5 FPS? Another problem is the low quality of the billboard from the Unity trees system, reminiscent to the 8 bit times it seems. They are using […]

Read More

Glass will an important material for the buildings, specially the ones from the “elite” – normal buildings will be shacks. So I was shopping for a great glass shader and I found Crystal Glass from qq.d.y. This set of shaders is great and easy to use, except for two major problems They do not react to Global Illumination which is a big issue in a environment with day/night cycles. They do not support an opacity map to simulate dirt. In one word, […]

Read More

I love Playway Water System… but the ones who really knows me, are aware that I have some experience with water shaders! 90% of the work made by Playway is a complex and powerful framework, that can save presets, and manage the different shaders. 10% is made in the shaders themselves. This shader seems to be done by a good mathematician. FFT/Gerstner waves are the best and in general, the water is moving great. But here is a list of things that […]

Read More

I though that clouds would be easy, I would eventually buy some assets and go, but that was not the case. 3 days fighting with clouds and here is the result. Everybody knows that tropical storms can be dramatic and I want to have those in my game.  I tested several solutions: Toz Clouds: this thing is looking good in the demos, but in practice it was really awful in game. Trashed. Volumetric Clouds: ok but the shape is more […]

Read More

WOK will have many beaches… not really places for stay, because it is not safe when it is raining, so there will not be house to rent there, but beautiful and also interesting to discover, each will have some NPC or some secret to find. It took me about 2 hours to do these 4 beaches, thanks to the procedural help, so that I do not have to handle the nature side. I had to find a triplanar top down […]

Read More

I have worked one night to record this Theme, but I was building it in my brain for at least 3 months. I found the main melody a while ago and it was sticking in my brain. I just needed a night to record it. I use Cubase (the version 5.1.1, because my Dongle stopped working and I have no choice than using a pirated version, even if I purchased it!), thanks Steinberg! I am on PC. The main source […]

Read More

Looking for the best / fastest water There are so many water assets at the asset store and outside, that it is difficult to find the right one without testing them. That is what I have done and here is the result of my tests. Unity Water 4 Unity water comes included with Unity and has a decent look, is handling the shore automatically. The only problem is that I found it very slow, actually slower than Playway which is by […]

Read More

Introduction I have spent the last 4 days trying my best to use MegaSplat in my project and I have given up when I realized the huge trade off this technology is asking. What is making me upset is that the author is carefully hiding these problems trying to sell his product has a miracle terrain shader that can handle 256 textures faster than Unity. Plus he is adding like a carpet seller a lot of bonuses, like puddles, tessellation, […]

Read More

Sound Fx 3D spawning

Since I want to have a procedural world, I also decided to use World Creator to spawn sounds. I would use some specific species of tree to handle a corresponding sound. For example Bamboo have sounds with water, and high trees, have more windy sounds. The result is dynamic 360 degree soundscape that is as complex and diverse as the procedural is visually. Put your headphones on and look at the video!            

Read More