Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1412110 Posts in 69451 Topics- by 58490 Members - Latest Member: tzdevil

June 29, 2024, 12:25:25 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsFloatlands - lowpoly survival-exploration fps
Pages: [1] 2 3 ... 6
Print
Author Topic: Floatlands - lowpoly survival-exploration fps  (Read 15650 times)
Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« on: July 05, 2016, 03:23:17 AM »

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.

Floatlands

You can also find us at:

Twitter
Instagram
Facebook
Youtube
Discord
Twitch



« Last Edit: September 26, 2017, 11:28:43 PM by Studio Techtrics » Logged

Pixel Noise
Level 10
*****



View Profile WWW
« Reply #1 on: July 05, 2016, 06:08:44 AM »

Liking the look/concept already!
Logged

Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« Reply #2 on: July 05, 2016, 06:33:14 AM »

Liking the look/concept already!

Thank you Smiley We already switched to a robot character:

Logged

Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« Reply #3 on: July 13, 2016, 01:13:27 AM »

Sea biome is coming along nicely, water shader is standard Unity with some tweaks, but it will suffice for now.



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.
Logged

Oats
Level 1
*


High starch content.


View Profile
« Reply #4 on: July 13, 2016, 02:14:31 AM »

I really like this style, following!
Logged

eh
Cranktrain
Level 4
****


making gams


View Profile WWW
« Reply #5 on: July 13, 2016, 04:04:49 AM »

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.
Logged

Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« Reply #6 on: July 13, 2016, 04:17:54 AM »

Thank you, I think it's just the camera draw distance effect, but it's an easy fix. Thx for the notice!
Logged

bdsowers
Level 3
***



View Profile WWW
« Reply #7 on: July 13, 2016, 07:39:38 AM »

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?
Logged

Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« Reply #8 on: July 14, 2016, 12:08:54 AM »

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.
Logged

Michael Klier
Level 1
*



View Profile WWW
« Reply #9 on: July 14, 2016, 10:38:05 PM »

This looks cool! Also kudos to your 3D Artist for sharing his workflow. That was quite helpful Smiley.
Logged

Sound Design, Audio Implementation, Music
Reel Twitter
Working on

Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« Reply #10 on: July 15, 2016, 03:51:49 AM »

You're welcome. Wink

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.

Logged

Superb Joe
Level 10
*****



View Profile
« Reply #11 on: July 15, 2016, 04:25:21 AM »

have you ever played giants: citizen kabuto
Logged
Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« Reply #12 on: July 18, 2016, 04:34:06 AM »

have you ever played giants: citizen kabuto
Oh snap, exactly what we had in mind. Cheesy Thx! Hand Thumbs Up Right
Logged

Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« Reply #13 on: July 21, 2016, 11:55:52 PM »

Last few days we were busy creating a reasonable bullet logic. Our lead programmer wrote an interesting blog post about it: BULLETS!

Logged

MereMonkey
Level 2
**


Creator of Music


View Profile WWW
« Reply #14 on: August 03, 2016, 01:10:37 PM »

Oooh I likey  Smiley
Logged

My Site  -  My Twitter - *GASP* MY SPINACH PUFFS!
Ninety
Level 1
*


turnip boy


View Profile
« Reply #15 on: August 07, 2016, 04:13:23 AM »

Looks good. I'm a big fan of Lovely Planet, hopefully this will scratch a similar itch, even aesthetically
Logged

Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« Reply #16 on: September 01, 2016, 12:58:32 AM »

Thanks. Lovely Planet is an arcade fps, this will be a survival fps (think Rust), but I see the similarities with low-poly design.
Logged

Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« Reply #17 on: September 01, 2016, 01:16:29 AM »

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


reinforced stone tier


armored tier



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/
« Last Edit: September 01, 2016, 01:25:44 AM by Ph4nt0m » Logged

Tuba
Level 10
*****



View Profile WWW
« Reply #18 on: September 01, 2016, 02:16:05 AM »

Nice art-style. Keeping my eye on this  Beer!
Logged

Studio Techtrics
Level 0
***


Game dev


View Profile WWW
« Reply #19 on: September 05, 2016, 05:06:03 AM »

First glimpse of our Floatlands world:



Logged

Pages: [1] 2 3 ... 6
Print
Jump to:  

Theme orange-lt created by panic