Devblog 27 – Weekly Update

PROCEDURAL ALGORITHM IMPROVEMENTS AND OPTIMIZATIONS   The nature of Floatlands is now more believable for every island possible, it can now spawn dense forest or a huge area of nothingness. Another nice addition to an algorithm is that generation can be tweaked in one file only with e.g. text editor. There was a huge need of optimizing the whole world/island. I started to bake similiar meshes together (combining them), implementing better foliage shader and also implementing some features from Unity’s LOD system as well.…

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Devblog 26 – Weekly Update

DECORATIONS AND VEGETATION CHANGES   This week I took the time to optimize island generator so that an island can be procedurally (re)generated in the background, it takes around 2 – 3 seconds to properly craft an island without hickups, which is quite fast considering all of the things that need to be modified doing run-time. It is time to decorate islands with props that have no function at all and to follow up our lore and ideas about the world of Floatlands. I’ve…

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Devblog 25 – Weekly Update

PROCEDURAL WEATHER SYSTEM  As I mentioned it in a previous blog post Floatlands has now its own procedural weather system. That means it can be reproduced and tweaked alot. It is also voxel based, which means weather system is global and can differ between two world positions e.g. it snows where player is located – it is foggy on the other island. Weather system also contains wind properties and you can spot a windy area by looking at the flora (which moves with the…

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