Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1330846 Posts in 60319 Topics- by 51684 Members - Latest Member: BornOfDreamers

February 18, 2018, 10:03:41 am

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsManifold Garden
Pages: 1 ... 58 59 [60]
Print
Author Topic: Manifold Garden  (Read 214526 times)
quantumpotato
Quantum Potato
Level 10
*****



View Profile WWW
« Reply #1180 on: June 02, 2017, 03:02:17 pm »

Found this video that has real recursive music (not like the track that I did that is not mathematically correct):


But it's hard for me to imagine nice music composed this way...!

URL fixed; and that's a great video (awesome channel too!)
Logged

William Chyr
Level 7
**



View Profile WWW
« Reply #1181 on: June 02, 2017, 11:06:48 pm »

Found this video that has real recursive music (not like the track that I did that is not mathematically correct): https://www.youtube.com/watch?v=mq0z-sxjNlo&feature=youtu.be
But it's hard for me to imagine nice music composed this way...!

Thanks for the link. This is pretty cool. But yeah... sometimes stuff that's cool in concept doesn't always work well in practice...
One more question:  I know you mentioned in your reddit post that you'll write in-depth about the recursive portal effect with stencil but I'm wondering about one thing.  Are you using materials with the corresponding stencir "Ref" (reference) numbers?  Using RenderTexture is working fine and since my game isn't that processing intensive I might use that as it doesn't require to have extra material setup.

I've seen seen a Unity thread where someone posted a split screen done with stencil shader but didn't give detailed explanation as to how.  Only mentioned that you can write to the stencil buffer and basically any shape can be used.  I'll look into that once I have a better grasp of shaders.


We do have to have all custom shaders for all materials. As you said, there needs to be a reference number to decide what gets shown and what doesn't.

If rendertextures work for you, then that's totally fine. For Manifold Garden, we need stencil buffers to get the portals looking really smooth.
Logged

12LandsBoundlessSpace
Level 0
***



View Profile
« Reply #1182 on: June 30, 2017, 12:48:10 am »

Yo, are you looking for beta testers for when you've fixed some of the issues discovered in the first play-through? I'd be all for it, and as I'm looking to go into game development it would be nice to get some experience. Thanks, and I've loved everything I've seen so far!
Logged
William Chyr
Level 7
**



View Profile WWW
« Reply #1183 on: July 08, 2017, 01:47:37 pm »

DevLog Update #342 - 07/08/2017



Started beta testing again. If you're interested in becoming a tester, you can sign up here: https://goo.gl/forms/18Sr5mKErTxNycgv2

Here is the latest development update video:



Also, Unfolding The Garden series is going really well! Here's a playlist of all the episodes: https://www.youtube.com/playlist?list=PLNqAA0dqOV6JSqIedLhPnHjy2VWwNfSP6

Logged

quantumpotato
Quantum Potato
Level 10
*****



View Profile WWW
« Reply #1184 on: July 09, 2017, 06:58:52 pm »

Dark skybox looking great!
Logged

William Chyr
Level 7
**



View Profile WWW
« Reply #1185 on: October 25, 2017, 11:46:21 pm »

DevLog Update #343 - 10/26/2017


Wow. Last update was back in July. I've been busy. Been posting updates via Stream (https://www.twitch.tv/williamchyr) and Discord these days...

Not going to go into too much detail about what I've been working on as that'll take too long.

Basically, getting really close to shipping now. Tech is pretty much done. Just bug fixing here and there and making the game run better and more stable.

Been improving art and finally starting on sound. Design still has some flaws, but got some solutions in.

Almost there!

Here are a bunch of screenshots (spoiler warning):














Logged

PsycheMac
Level 0
***



View Profile WWW
« Reply #1186 on: October 26, 2017, 01:20:31 am »

Great screenshots! It's been very enlightening watching your stream.
Logged



Twitter: @PsycheMac
William Chyr
Level 7
**



View Profile WWW
« Reply #1187 on: October 30, 2017, 07:29:01 pm »

Great screenshots! It's been very enlightening watching your stream.

Really glad to hear that!
Logged

William Chyr
Level 7
**



View Profile WWW
« Reply #1188 on: October 30, 2017, 07:29:49 pm »

Devlog Updated #344 - 10/30/2017

Here is the latest development update video:

Logged

bombjack
Level 3
***


That's me :)


View Profile
« Reply #1189 on: October 31, 2017, 12:49:36 am »

the devlog was very interesting  Grin thanks for sharing.
Logged

William Chyr
Level 7
**



View Profile WWW
« Reply #1190 on: December 12, 2017, 04:31:14 pm »

Devlog Updated #345 - 12/12/2017



I'm back with another update.

I've actually changed the project's progress bar to 90%. It was 70% before. I probably could have changed it a a few months ago. But then again, at the start of 2017 I thought I was at 95% and would be done in a few months. Yet here we are...

As I've mentioned before, I've mostly been sharing development via Twitch, discord, and youtube, so I haven't been as active. It's just much easier for me to post there, as I can do it while I'm working, whereas writing devlog posts actually take me quite a long time.

That being said, I've been keeping this log going for so long, it's a shame to let it fall aside near the end.

Development Update Video 9


Been doing a series of these development update videos. Here's the latest one:



Tech

At this point with tech, we are featured-locked (thankfully). We're not adding anything new gameplay-wise, just focusing on optimization and making the game more stable.

Lots of edge cases with the game saving and loading system, but it's mostly stable now. Saving and loading games has been a big pain to get right. In Manifold Garden, there is a timer in the background running to save the game regularly. The player can also press "Save Game" to save the game, as long as it's not during specific moments where it's disallowed (during transitions, etc). At the same time, neighbor levels are loaded in and unloaded dynamically. Getting all the systems to play together nicely has been a real headache, but it's more or less there.

It's a huge relief because previously playtesters would have to leave the game running on the computer if they wanted to take a break. Now, they can close the game, and not lose all their progress.

We're working on Mac build as well, but having some problems with this as we don't have a mac machine to work or test on.

Sound Design

I've integrated FMOD into the project to begin sound design (more news on that soon). It was pretty straightforward and took much less time than I had expected.

Starting to focus on the PS4 version once again. Lots of issues initially, but this was expected as we hadn't touched the build in months.

Photography Mode



We've added photography world back into the game.

Had to disable this feature while I did a major refactor last year. We had to switch between two cameras, and it was just kind of a pain to maintain at the time.

It's currently using the new graphics pipeline that Arthur implemented, and I've brushed up on the UI. It's still pretty basic at the moment, but we're not going to add anything until everything else is done.

Here are some shots taken recently:





New Art Assets

Been working with a few artists part-time to improve various assets in the game. Mostly focusing on replacing place holder items with final assets, and also adding animation. Here's a selection of the improvements:







Level Design

I'm continuing to focus on level design. In development update #8 (

), I talked about how there were a few design challenges we were facing and some proposed solutions. These have been implemented, and it's definitely an improvement. Players get a sense of their purpose much earlier in the game, which really helps establish where they are going and what they're working towards.

Producer

I've started working with a producer to stay on schedule, and it has been incredibly helpful. I've gone from thinking "what does a producer do?" to "how can anyone get by without one?". We check in on a weekly basis, and I've found it really helpful in establishing realistic milestones and staying focus on what's important (shipping).

Release Date

Still can't give a firm release date, but I'm looking at early 2018. I will of course announce here once I have all the details.

Logged

quantumpotato
Quantum Potato
Level 10
*****



View Profile WWW
« Reply #1191 on: January 28, 2018, 04:57:57 pm »

"early 2018"
 Hand Clap
Logged

Pages: 1 ... 58 59 [60]
Print
Jump to:  

Theme orange-lt created by panic