Technical Devblog 34 – Placement Test Function

Hi Floatlands fans! This blog post will be a bit more technical, so just a heads up before you start reading. Vili, our lead programmer will present to you a solution he worked on the previous week – placement test function. It checks if a certain object is colliding with the other objects in the world. PLACEMENT TEST FUNCTION  I’ve created a function that checks if 3D mesh object is colliding with the world – other 3D meshes and primitives. The hardest part here is…

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Devblog 33 – Weekly Update

DUNGEONS     Dungeons will serve as a point in the gameplay cycle where you can stop exploring and surviving in the world just to challenge yourself in a procedurally generated fully-closed area full of enemy NPCs. You will be rewarded by rare loot at the end of a dungeon by encountering a final boss or doing a certain task. There will be a lot of dungeon types, for now we are sticking with cave-like dungeons. To break the monotony of icon creation, Mito and Andrej…

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Devblog 32 – Weekly Update

MORE WEAPON ANIMATIONS    We have some more weapon animations to show you, continuing from last week. Out of existing concepts, 3 weapons needed to be animated: single-shot pistol, assault rifle and pump-action shotgun. Just for additional info, there will be multiple weapon tiers. Tier number one will be the most basic craftable tier of weapons available. You’ll be able to craft them with the materials found throughout the world. Because we are leaning towards tiers, weapons in the same tier will all have similar effective strength.…

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