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TIGSource ForumsCommunityDevLogsFloatlands - lowpoly survival-exploration fps
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Author Topic: Floatlands - lowpoly survival-exploration fps  (Read 15653 times)
sbeast
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« Reply #40 on: November 30, 2016, 08:53:19 AM »

Hey, the game looks pretty cool, will you be needing more music for it? If so I would love to help out, you can check out my portfolio here: www.sbeastmusic.com/portfolio
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Sbeast - Composer / Cover Artist / Guitarist
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Studio Techtrics
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« Reply #41 on: December 01, 2016, 07:56:17 AM »

Hey, the game looks pretty cool, will you be needing more music for it? If so I would love to help out, you can check out my portfolio here: www.sbeastmusic.com/portfolio
Thx, we will deal with music and sounds towards the end of development. We will check out your work and save your contact info.
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Studio Techtrics
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« Reply #42 on: December 06, 2016, 06:49:07 AM »

Day/Night cycle system is going very well. We've implemented custom skyboxes along with volumetric lighting system at day and dense fog when the night falls.




Weather system is still WIP but the fundamental idea is already implemented. Weather in Floatlands will be a Simplex noise, where each color of a cell around you coresponds to what type of weather that cell will have – cloudy, rainy, snowy or clear.



A noise map will then move around and generate a procedural generated weather! How cool is that! Will work on particles (rain, snow) next week.


THE “BUZZARD” – craftable aircraft

The “buzzard” tier 1 is the basic craftable aircraft capable of traveling medium to short distances at slow speed. It provides some mobility so you can visit and explore floating islands at medium range. You can however upgrade the key components to improve the performance and add various utilities to the aircraft. For example, the tier 1 fuel tank will allow you to fly for 2 minutes continuously. If you choose to upgrade it to tier 2 you gain visual update on the aircraft model itself, and extend the flight time to approximately 3 minute flight time. (keep in mind the numbers are still subject to change).



You will also be able to upgrade utilities, such as the storage capacity to store the tools and craft materials you find on the way, and even add different light sources to the aircraft to keep you illuminated at night. Because the conflict with enemy NPCs is imminent, you must also find a way to protect the aircraft. To repel the attackers you can mount a small turret to the front of the “buzzard”, and to protect yourself you can also upgrade the shell so the enemy NPCs will have a hard time hitting you.

www.floatlands.net
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NuSan
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« Reply #43 on: December 07, 2016, 06:09:01 AM »

I like the visual style. The colors on that sunset are gorgeous, with volumetric fog and everything. Plus I like gravity defying islands, that's always visually powerful.
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Studio Techtrics
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« Reply #44 on: December 12, 2016, 03:09:59 AM »

WEEKLY UPDATE

- procedural weather


- deer animations


- concept of buildings that will be in the game


http://floatlands.net
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Studio Techtrics
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« Reply #45 on: December 19, 2016, 03:20:22 AM »

Focused on wildlife and vegetation the previous week


new island design concept with pipes


rhino walking

http://floatlands.net
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Pixel Noise
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« Reply #46 on: December 19, 2016, 07:25:28 AM »

Haven't checked in on this in a while - all the new art and content is great! Really enjoying the colors/environments.
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« Reply #47 on: December 19, 2016, 02:36:01 PM »

I saw very pixelated shadows in the youtube videos. Have you tried using shadow volumes instead of shadow maps? I think it would suit your style much more.
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Studio Techtrics
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« Reply #48 on: December 21, 2016, 12:46:02 AM »

I saw very pixelated shadows in the youtube videos. Have you tried using shadow volumes instead of shadow maps? I think it would suit your style much more.
We have realtime shadows and didn't really try to make a final look yet.
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Studio Techtrics
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« Reply #49 on: January 03, 2017, 03:33:49 AM »

Weekly update:

- Procedural algorithm improvements
- hyenas
- new weapon concepts
- NPC behaviour






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Studio Techtrics
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« Reply #50 on: January 10, 2017, 02:45:50 AM »

Weekly update - Read more

- Shacks and helicopter - from concept to game implementation



- HUD layout
- enhancing NPC robots
- animal behaviour




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Kater101
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« Reply #51 on: January 10, 2017, 05:03:03 AM »

For the behavior of the wolfs it would be cool if the work in pacts. Grin

Let one attack and the other one will focus on preventing the deer from escaping.  Gomez
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Studio Techtrics
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« Reply #52 on: January 10, 2017, 06:08:41 AM »

For the behavior of the wolfs it would be cool if the work in pacts. Grin

Let one attack and the other one will focus on preventing the deer from escaping.  Gomez

Pack behaviour is already included, but these are not wolves, they're hyenas which will be found in rocky desert biomes. Perhaps we will add wolves a bit later.
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jctwood
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« Reply #53 on: January 10, 2017, 06:54:28 AM »

These behaviors are really exciting and I adore the style!
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Studio Techtrics
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« Reply #54 on: January 12, 2017, 05:37:58 AM »

These behaviors are really exciting and I adore the style!
Thx, they still need polish though, this is just a raw sample.
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Studio Techtrics
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« Reply #55 on: January 16, 2017, 03:26:59 AM »

WEEKLY UPDATE - Read more

  • GUI system
  • Enemy robots
  • weapons
  • nature improvements & music




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nu_muso
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« Reply #56 on: January 16, 2017, 07:59:23 AM »

Absolutely gorgeous! The music is pretty awesome too Smiley
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Studio Techtrics
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« Reply #57 on: January 17, 2017, 03:57:02 AM »

Absolutely gorgeous! The music is pretty awesome too Smiley
Thank you! Can't wait to include the new robots and weapons.
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maiscrudo
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« Reply #58 on: January 17, 2017, 04:45:18 AM »

Really like the art style, very cool concept too!
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Moony Baboon | @maiscrudo
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« Reply #59 on: January 19, 2017, 03:02:16 AM »

Really like the art style, very cool concept too!
Thank you! You can subscribe on our website and receive more updates about the development.
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