Heya guys, some exciting news! I have a few minutes before heading out, but wanted to share the update. I have found the problem with low FPS/performance. It was only happening if the player faced NW, no matter where you were on the island. So i narrowed it down by selectivly deleting objects (i have […]
Heres tonights update, more on the player side: -Setting/adjusting the damage and speed of the animation/attack of dinos. -Adjusted the HP of the dinos to the damage recieved ratio. -Players will have a pistol and a shotgun to start with (set up). -Set up additional guns, health packs, and ammo at pick-up boxes. (on the […]
Tonights work was great! Alot done, cant remember it all, lol:-Mipmaps implimented.-Texture adjustment (base), as unity sets its default to 2048, now scaled (some textures are now 1024).-MiniMap added, still needs adjustment, but working good. Also UFPS GUI needs work, health and ammo boxes, color/position, etc.
Wanted to show the current scene with lots of changes: -Fog that rolls off the surface of water adjusted. -All dinos have been texture adjusted (custom work like tougue, teeth, horns, sharpening for detail), waypoints and animations adjusted. -Sunshafts scaled back. -Some dino textures were marked as “use crunch compression”, not good, Fixed.
I had to get back to work on the dinos, its been on my mind alot, as they need alot of work. After all, theyre the stars of the show 🙂 Tonight i worked on the Plesiosaur: -Full re-texture, including, mouth, tongue, teeth, and full body. -Full re-work of animation. The flipper-to body animation/speed ratio, […]
Update vid with, PPE, FXAA, and audio adjustments to dinos, looking damn good!
Alot of work done tonight:-Sun shafts added.-1st round of audio/sound done.-Fog added back in and adjusted.This coming week will be mostly audio and PPE. Heres a short vid of whats new:
Spent tonight adding in post processing effects. Right now ive added Ambient Occlusion, Bloom, and Motion Blur. Looks good, but i notice if i enable my fog (distance/height fog) it kinda kills the ambient occlusion to a degree. I have 3 choices: -Dont add fog -Use a ground fog -Use the fog in Aura2 once […]
Exciting news…before i decided to use Unity as my main game engine for indie dev, i was a Dev involved in server emulation, for projects like MagicBane, a Shadowbane (Ubisoft title with great success) and Darkfall, server emulators. Ive been in talks with some of the team from MagicBane, and they are ready for a […]