Studio Techtrics
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« on: July 05, 2016, 03:23:17 AM » |
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Hi all, we were just messing around with some low poly models in unity3d and this idea came about to create a low poly FPS game. We quickly made some basic islands and a character with a shotgun and jetpack. Scenery is procedurally generated, so that it's different every time you respawn. We're now developing it further, each island in Floatlands has a dedicated biome. The name "biome" stands for a set of island geographical and vegetation features. Currently there are three biomes: - Normal - A normal, greenish island, which contains firn, bushes, trees and mountains.
- Desert - Orange place, with little to none vegetation features and majestic mountains.
- Sea - A normal biome covered with water
The story isn't set yet, but we're leaning towards specific quests for each island (defending from mobs, gathering resources). Any ideas at this point are welcome and we invite you to visit our blog to check out some other interesting stuff that's part of our work process. We will also update this thread accordingly. FloatlandsYou can also find us at: TwitterInstagramFacebookYoutubeDiscordTwitch
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« Last Edit: September 26, 2017, 11:28:43 PM by Studio Techtrics »
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Pixel Noise
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #1 on: July 05, 2016, 06:08:44 AM » |
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Liking the look/concept already!
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Studio Techtrics
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #2 on: July 05, 2016, 06:33:14 AM » |
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Liking the look/concept already!
Thank you ![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif) We already switched to a robot character: ![](http://i.giphy.com/l46CeVwP4DBr3dTJm.gif)
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Studio Techtrics
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #3 on: July 13, 2016, 01:13:27 AM » |
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Sea biome is coming along nicely, water shader is standard Unity with some tweaks, but it will suffice for now. ![](http://floatlands.net/wp-content/uploads/2016/07/screenshot44.77402.png) Our 3d artist was nice enough to record the workflow of creating a low-poly character in Blender, if anyone is interested: Next update will probably be UI related as we already started to work on it.
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Oats
Level 1
High starch content.
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« Reply #4 on: July 13, 2016, 02:14:31 AM » |
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I really like this style, following!
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eh
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Cranktrain
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« Reply #5 on: July 13, 2016, 04:04:49 AM » |
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Looks very neat, will be paying attention.
From the first gif, I do wonder if the weapon is taking up a lot of the screen? Especially during the reload animation, it seems to swing out rather far.
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Studio Techtrics
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #6 on: July 13, 2016, 04:17:54 AM » |
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Thank you, I think it's just the camera draw distance effect, but it's an easy fix. Thx for the notice!
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bdsowers
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« Reply #7 on: July 13, 2016, 07:39:38 AM » |
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Looking good!
How do you plan to make the levels interesting? FPS games in particular rely on heavily designed maps for flow and to create specific feelings at different times/places. I worry that a procedurally generated level is going to lose some of that.
... Multiplayer? Yea? Yea?
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Studio Techtrics
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #8 on: July 14, 2016, 12:08:54 AM » |
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Thanks, actually I made a small error - scenery is randomly generated, not procedurally. But to answer your question, the point of procedural/random generated world is that the feelings/experience are constantly unique and different. Adding to that, we will include procedural quests.
We definitely have MP in mind, but our first goal is to make a working SP game. MP follows right after that.
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Michael Klier
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« Reply #9 on: July 14, 2016, 10:38:05 PM » |
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This looks cool! Also kudos to your 3D Artist for sharing his workflow. That was quite helpful ![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif) .
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Sound Design, Audio Implementation, Music Reel Twitter Working on
![](http://riseoflegions.com/static/images/game_logo.png)
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Studio Techtrics
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #10 on: July 15, 2016, 03:51:49 AM » |
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You're welcome. ![Wink](https://forums.tigsource.com/Smileys/derek/wink.gif) Our programmer was busy creating PATHFINDING (finding a way to a target) for mobs. Can't wait for spiders to start crawling on those islands. ![](http://i2.wp.com/floatlands.net/wp-content/uploads/2016/06/Pasted-image-at-2016_06_09-16_31.png?w=939)
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Superb Joe
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« Reply #11 on: July 15, 2016, 04:25:21 AM » |
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have you ever played giants: citizen kabuto
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Studio Techtrics
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #12 on: July 18, 2016, 04:34:06 AM » |
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have you ever played giants: citizen kabuto
Oh snap, exactly what we had in mind. ![Cheesy](https://forums.tigsource.com/Smileys/derek/cheesy.gif) Thx! ![Hand Thumbs Up Right](https://forums.tigsource.com/Smileys/derek/hand-thumbsup-r.gif)
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Studio Techtrics
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #13 on: July 21, 2016, 11:55:52 PM » |
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Last few days we were busy creating a reasonable bullet logic. Our lead programmer wrote an interesting blog post about it: BULLETS!![](http://i0.wp.com/floatlands.net/wp-content/uploads/2016/07/bullet3.png)
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MereMonkey
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« Reply #14 on: August 03, 2016, 01:10:37 PM » |
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Oooh I likey ![Smiley](https://forums.tigsource.com/Smileys/derek/smiley.gif)
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Ninety
Level 1
turnip boy
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« Reply #15 on: August 07, 2016, 04:13:23 AM » |
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Looks good. I'm a big fan of Lovely Planet, hopefully this will scratch a similar itch, even aesthetically
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Studio Techtrics
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #16 on: September 01, 2016, 12:58:32 AM » |
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Thanks. Lovely Planet is an arcade fps, this will be a survival fps (think Rust), but I see the similarities with low-poly design.
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Studio Techtrics
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #17 on: September 01, 2016, 01:16:29 AM » |
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Another feature of our Floatlands game will be BUILDING STRUCTURES. Players will be able to build their own structures to protect themselves from threats and store their possessions. This feature is closely tied with the resource gathering aspect of the game. We already designed Building Tiers: wood tier ![](http://i1.wp.com/floatlands.net/wp-content/uploads/2016/07/untitled03.png) reinforced stone tier ![](http://i2.wp.com/floatlands.net/wp-content/uploads/2016/07/untitled02.png) armored tier ![](http://i0.wp.com/floatlands.net/wp-content/uploads/2016/07/untitled01.png) Certain gathered materials will need to be processed and smelted in order to be used. For this reason we created a furnace: http://floatlands.net/2016/07/29/devblog-7-building-structures/
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« Last Edit: September 01, 2016, 01:25:44 AM by Ph4nt0m »
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Tuba
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« Reply #18 on: September 01, 2016, 02:16:05 AM » |
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Nice art-style. Keeping my eye on this ![Beer!](https://forums.tigsource.com/Smileys/derek/toast.gif)
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Studio Techtrics
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![](https://forums.tigsource.com/Themes/tigsource/images/post/xx.gif) |
« Reply #19 on: September 05, 2016, 05:06:03 AM » |
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First glimpse of our Floatlands world:
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