Devblog 30 – Weekly Update

GUI System  The Unity’s GUI system is a bit rough – if you use plenty of OnGUI() calls in your scripts the performance of your game gets really clunky. The IMGUI system (or normally referred as GUI system) is not really intended to be used for user interfaces. For the sake of Floatlands I’ve written our own GUI system that works upon the IMGUI and only uses one render call (OnGUI call) and can be greatly optimized and elements inside of the system can be also…

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Devblog 29 – Weekly update

SHACKS AND BUZZARD – from concept to game implementation       SHACKS This week we worked on new shacks, which Mito already prepared some concept art for. That made it a lot easier for Andrej. who focused on making them look worn down and patched up with junk. Domen created LOD game objects, added some interaction with shacks (now you can open doors), added loot spawners and they are now spawning on road paths or in woods. Andrej also modeled the Buzzard flying vehicle, again after the concept…

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Devblog 28 – Deer and time for GUI

DEER-IN-ACTION  Hey guys! This week was kinda lazy since we took a break from work to meet up with our families. Although we found some time to fully implement deer into the Floatlands environment. Vili did a fantastic job implementing a behaviour system (AI) for the critter so they react unpredictably in a procedurally generated world (e.g. deer can get angry/nervous if you stare at them for a long time!) For now we are planning to do 2 animals per island biome and then…

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