Juwdah
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« Reply #620 on: March 16, 2018, 03:01:27 AM » |
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@TheObserver forgot to post his cool pathfinding gif Full rework of the pathfinding!
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JobLeonard
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« Reply #621 on: March 16, 2018, 01:30:05 PM » |
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Cool gif indeed. What are you using under the hood?
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wazeau
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« Reply #622 on: March 17, 2018, 12:11:20 PM » |
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Yo kidz, screenshotsaturday time! I threw together some existing assets, like some old storage yard parts, to make a raft for castaways you can rescue. This one's probably fine on himself though, with them comfy couches. @JobLeonard Dave is at GDC this week, so he'll probably answer pathfinding questions after. We'll probably make a blogpost about it too
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Juwdah
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« Reply #623 on: March 24, 2018, 09:17:43 AM » |
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We did it. We can finally call ourselves a real building simulator. Because we have the "Plop down a building" FX!
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JobLeonard
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« Reply #624 on: March 24, 2018, 10:46:56 AM » |
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AWW YISS
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Juwdah
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« Reply #625 on: March 24, 2018, 10:53:41 AM » |
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michelmohr
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« Reply #626 on: March 24, 2018, 11:14:08 AM » |
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Whoaaa the building splash looks so amazing! Are shadows on water coming up soon?
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Ishi
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« Reply #627 on: March 24, 2018, 11:44:48 AM » |
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I love it
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Juwdah
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« Reply #628 on: March 31, 2018, 08:59:59 AM » |
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Whoaaa the building splash looks so amazing! Are shadows on water coming up soon? Shadows on water are only possible by practicing withcraft. I WILL NOT YIELD TO THE DARK SIDE (please help) I love it Here's some concepts we're trying out for sharks: Oil Sharks!
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Juwdah
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« Reply #629 on: April 01, 2018, 10:24:57 AM » |
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Hey guys, After long meetings full of discussion, we decided to ditch the whole "flooded world" idea. Flotsam will now take place in a desert world.
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Pixelologist
Level 1
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« Reply #630 on: April 01, 2018, 12:25:24 PM » |
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Can I ask why there isn't a demo yet? You've been in production for more than 3 years. I would really like a chance to play a game that I love following the progress of so much.
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Juwdah
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« Reply #631 on: April 03, 2018, 02:07:59 AM » |
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Can I ask why there isn't a demo yet? You've been in production for more than 3 years. I would really like a chance to play a game that I love following the progress of so much.
Ehh, we don't really want to put out a "sub-par demo", as the game isn't fun yet in it's current state. We'll probably wing it to alpha.
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Juwdah
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« Reply #632 on: April 07, 2018, 08:12:36 AM » |
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Clickety click click
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Juwdah
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« Reply #633 on: April 13, 2018, 05:08:56 AM » |
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Tusky
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« Reply #634 on: April 13, 2018, 05:18:21 AM » |
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Added some particles
Project is coming together really nicely & looks fantastic!
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Juwdah
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« Reply #635 on: April 13, 2018, 05:23:45 AM » |
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Added some particles
Project is coming together really nicely & looks fantastic! Thanks! After all this time we can't even spot progress anymore. I understand turtles more and more everyday.
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SamLouix
Level 1
Solo Game Developer
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« Reply #636 on: April 13, 2018, 10:46:37 AM » |
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Okay this is insanely cool.
How long left till it's done?!
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← Avatar from my Healing Process: Tokyo. 3 years in so far. Daily dev-log is here. I have advice for composers looking for work, join here, I'll tell you.
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Juwdah
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« Reply #637 on: April 16, 2018, 05:48:08 AM » |
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Okay this is insanely cool.
How long left till it's done?!
Thanks! A while. But some info about an alpha soon though I've done a detailpass on the Desalinator. We found it to be too busy from up close AND from a distance. Resulting on overal bad readability. A detailpass was necessary. Started out with a simple overpaint: Reducing detail on the planks meant I had to make new models (which could also be re-used) that had crushed details. I made some floorboards in various sizes as well as ruined ones. Removing detail is quite easy. (creating something with the right amount of detail is not, I have found) Here's a pass that was readable from a glance: In-game
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Ishi
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« Reply #638 on: April 16, 2018, 12:36:15 PM » |
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Really interesting to see removal of detail and how you went about simplifying it, it looks great now.
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Juwdah
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« Reply #639 on: April 16, 2018, 02:11:07 PM » |
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Really interesting to see removal of detail and how you went about simplifying it, it looks great now.
Thanks! I always think I might've wasted time on reworking things but in general it's what's going to make the game look perfectly balanced in the end. (art wise) I forgot to show this breakdown too: Basically, there's a different version of the Buoy with a crafted inside (pretty simple) that you can see when they salvage it on the water. (like the breakdown slider but with every hit of the drifter. It all goes by pretty fast but it's still a more interesting sight than grabbing a full Buoy and smashing that whole thing in a small boat could ever be
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