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March 29, 2024, 01:35:55 AM

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TIGSource ForumsCommunityDevLogsUdon Dreams ~ non-combat immersive sim on a lunar resort
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Author Topic: Udon Dreams ~ non-combat immersive sim on a lunar resort  (Read 21896 times)
AD1337
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Lucas Molina


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« Reply #20 on: January 28, 2015, 05:11:29 AM »

3cute
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bsp
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« Reply #21 on: January 28, 2015, 01:03:59 PM »

Thanks guys. Smiley

Caleb (the other guy working on this game) greyboxed an outdoor map that we're going to use for some shots for a thing. The comms tower and resort sign will exist in real game as part of a zero-g job, but since we'll eventually have to build out the whole ship shell it won't be this exact scene in the end.

Everything in the shot is ProBuilder except for the comms tower and fire extinguishers.



Also thought it'd be cool to try and build a little scaffold with some benches and trashcans. We're generally building things to have the properties/behaviors you would expect them to have, so little emergent things like building ramps to reach higher places is just kind of fun.



Every physics object has a mass of 1 right now which is why everything is jank/light and tips over easy. Today we're going to start tweaking rigid body properties to fix that feel.
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pinkduh
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ya blew it


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« Reply #22 on: January 29, 2015, 12:16:47 PM »

Hey, this is Caleb. I'm the other person working on udon dreams.

I wanted to share some stuff I'm building today. We're experimenting right now with letting certain objects be mountable to other objects. Here's an example of a ceiling fan you can break off and then re-attach to another location. This could potentially lead to some really interesting things people could build in game.



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FranklinCosgrove
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« Reply #23 on: January 29, 2015, 12:32:23 PM »

You had me at that soda shaking/exploding gif. Nice touch.
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pinkduh
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« Reply #24 on: January 30, 2015, 04:46:12 PM »

Hi this is Caleb again the lead developer/dynamic response specialist/senior national engineer on Udon. I just implemented object pushing and pulling which can be real handy when placement becomes important. For example:



The bench was a little too steep at first but with just a little tug it's now a ramp. This will be great for letting you go places in the game you're not supposed to.  Angry

Bye
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Armageddon
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« Reply #25 on: January 30, 2015, 09:12:59 PM »

That skybox. Crazy I expect a fully interactive 2001 stargate sequence.
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MAVW
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« Reply #26 on: January 31, 2015, 12:27:32 PM »

Quote
This will be great for letting you go places in the game you're not supposed to.  Angry
speedrunning material?  Tongue
"and then I'll put this bench here, break that window, force the collision between this peanut and the ceiling fan, wait 3 seconds and BOOM *end credits*"
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pinkduh
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« Reply #27 on: January 31, 2015, 02:16:34 PM »

Quote
This will be great for letting you go places in the game you're not supposed to.  Angry
speedrunning material?  Tongue
"and then I'll put this bench here, break that window, force the collision between this peanut and the ceiling fan, wait 3 seconds and BOOM *end credits*"

bingo
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Kyle O
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« Reply #28 on: January 31, 2015, 03:23:55 PM »

Like udon noodles?
Looks cool.
Posting to follow.
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my twitter. my itch.io page.
pinkduh
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« Reply #29 on: February 01, 2015, 01:13:51 PM »

hey boys and girls. i just started wip'ing on object rotation/inspection behavior. you know like in that "game" gone home. ye pretty much like that. here's an example:



pretty shit still but it's getting closer. we're really trying to develop ways to have fine control over object movement. so with quick pickup, drag and rotate you'll really be able to build some crazy stuff in game. Smiley

ps i love gone home
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pinkduh
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« Reply #30 on: February 01, 2015, 04:34:51 PM »

k I got the rotation nice and smooth now Wizard

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bsp
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« Reply #31 on: February 01, 2015, 06:10:36 PM »

replacing the queue poles in the lobby with something more appropriate


and starting on making the rope behave like real rope (trying a neat unity tool called QuickRopes)
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Pandara_RA!
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« Reply #32 on: February 02, 2015, 12:04:45 PM »

looks cool
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pinkduh
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« Reply #33 on: February 02, 2015, 12:58:42 PM »

looks cool

ty. here's more fun things:

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Ninety
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turnip boy


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« Reply #34 on: February 03, 2015, 01:50:06 AM »

This looks so cool. Love the concept and art.
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RujiK
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« Reply #35 on: February 03, 2015, 06:27:03 AM »

Love the graphics. Love the idea of a first person game that's not 90% shooting people.
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pinkduh
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« Reply #36 on: February 07, 2015, 12:50:47 PM »

I've been doing some fire stuff today and objects can now catch fire. They can be put out with water or with the sprinkler system I'm working on now. Sprinkler system soon!



/// make sure to keep the gods happy ///
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pinkduh
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« Reply #37 on: February 07, 2015, 07:19:54 PM »

We thought it'd be fun if you could eventually spray paint stuff in the game. Go to one of the shops on board, buy some paint and start making a mess. Here's what I've got working so far:



I've been really concerned about the performance of "painting" potentially thousands of paint decals. So I decided to push the rendering to the GPU and carefully write the rendering code to minimize draw calls. So far that sphere scene only takes 1 draw call. :D In the end, the paint system may only add one extra draw call per new object being painted. However the tri count does grow pretty rapidly but I'm going to try and make the painting act more economical.
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ENDESGA
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« Reply #38 on: February 07, 2015, 08:35:31 PM »

Oh man.

This game.

It's amazing.

 Hand Fork LeftAddictedHand Money Right
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pinkduh
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« Reply #39 on: February 10, 2015, 08:01:09 PM »

Decided to get back to work on the inventory-wheel-thing today. Here's what it currently looks like:



You can scroll through items using the mouse wheel. We're thinking of starting the player off with a limited number of storage slots and then allow the backpack to be upgraded later. You know typical RPG stuff.

I'm still trying to get all of the items to be scaled correctly once in the inventory wheel. I think it's almost there but now the dang bell looks huge! When the items appear on screen they have a nice squishy bounce to them. Will add a video soon of that. Also, there will eventually be some dark background projected behind the objects to make the inventory screen stand out more.
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