Devblog 31 – Weekly update

BUZZARD IN ACTION  Buzzard finally comes to life, as it’s been a couple of weeks since the first concept design and last week the model was created. This helicopter is meant to be as an accompanied aircraft for traveling medium to short distances at slow speed. It is relatively small and light, therefore we set a very responsive handling for it. However it becomes difficult to handle in a situation where you run out of gas – speed decreases to 50% and the whole thing…

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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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