Monthly Archives: March 2021

Reports And Promotion

From reports, looks like everyone enjoyed the latest demo. Ill be finishing small details and will be compiling/making a build of the complete game by this weekend. Initial release will be Steam, but need to get some promotion done, something im not too good at, but must do, lol.

2nd Demo Is Here!

As promised, heres the demo for level 6, the night time level. Now you get to encounter the Giant Snake! Enjoy, and please post any feedback:

https://drive.google.com/file/d/1jzyvAInWDln8xgsMDK9NAuC0tqmwkcy2/view?usp=sharing

Time…

A friend of mine on the Unity Forums made a comment about spare time… My reply:

Spare time? Whats that?, lol (FT job, personal classes 4 x a week, teach 2 classes a week, JE, and 1 other project, occasional work on a MMO server emulator, and try to help on the forum). The forum has been acting up on me too, im sure they will sort it out.

I compiled/built the 2nd demo tonight, and play tested it a few times, looks good, and .7zip file is only 260mb. Most all levels are around 250mb, and i have 9 levels, (dont make me do the math for you, lol). Sorry im late, work on the MMO went longer than i thought. Will try to upload tonight, but im burnt out, Need sleep, lol

Update

Heya guys, the 2nd demo is compiled/built and will be released this coming monday-tuesday, as ive been called back into action for the weekend, on a server emulator (modeling, textures, and scripting). Ill pop in when i can. I also finished work on the main menu, and heres a short clip of the ending credits:

Level 6 Demo

Heres a SS of level 6, the pachys almost look like a rock, when sleeping:

2nd Demo Update

The level 6 demo is compiled and tested. But, please remember. This is a rainy, dusk/night (other levels have this) type setting. Now, some of the dinos sleep at night time, so keep that in mind (more than 1 level has sleeping dinos).

The atmosphere changes with levels. Theres: day time, night, sunny day on the beach, rainy darker, swampy, etc. Will update as changes are made 

:)

ROE Creatures

I have 2 new systems being tested out. Day/Night/Time, and Weather Systems. I spent about 45 minutes tonight (before i work on JE) just importing needed assets for ROE, lol. I also have a list of creatures planned/ready, and will be adding more soon:

  • Enemy Soldiers (rifle weapons).
  • Turtles.
  • Crabs.
  • 3 Types of birds (seagull, bats, crows).
  • 3 types of spiders (basic, turantula, black widow).
  • Dinosaurs (too many to list)
  • Poisonous Plants (attack/bite with poison).
  • 5 Types Of Fish (for ocean, watering holes, etc.).
  • Yeti/Early Human.
  • Swarm of flys (for dead bodies, etc.).

Ive also been working on dead bodies/carcasses/body parts, and im working on setting up gore/blood volume effects, maybe particle based, we will see. A SS of looking up to the cross over:

ROE Visual Cues

Watering Hole SS. Now, if you look to the right side, youll see a different shadow, this would make me look up. This is how you figure out how to get to the mountain tops, by rope bridges… Visual Cues… 🙂

ROE Progress

Sorry, forgot to post this…This is my view for the next few days, but i love how the terrain textures (cliff/ground/rocks) blend together so well, and the hue/color is nice…

ROE Alpha Update

Heya guys, wanted to update, as big changes have been made. The biggest has been Aquas. If you use it, you better be good at optimization. After todays updates and heavy optimization of all assets, ive gone from around 27ms/35fps to what your about to see (still without SECTR). With this open-world, and its systems/workflow. Ill have no problem getting killer good performance, and can be done up to 8k terrains:

  • Aquas has been optimized (a resource hog, reflections are the worst).
  • Lighting has been updated (intensity, angle), and the color temp (tone mapping) adjusted.
  • Water color/hue adjusted, now looks real (speed and waves need adjusting).
  • Shoreline turtles are now animated and have AI.
  • Shadows have been decreased a bit (and have cascade support).
  • All textures (minus decals and terrain) have mipmap support, and are static batched.