Mud, sand, rocks and more
We have been busy gaining our 3D scene data while we had a break in the UK weather and we have started processing some of these into materials for use in our upcoming projects.
Its been a slow process for us as we have to wait for the weather to clear up but we are doing what we can.
Waiting for the features that we desperately want from Skyline Game Engine at the moment so we are limited to what we can be doing.
Even though we have been waiting for the collection of resources and the devs over at the Skyline Game engine to get vegetation environment system back into the engine we have not been sat here with our hand tied.
We have been looking into AI and how we want to proceed with that and with that in mind we are wanting to use navmesh data to detect corners where cover is so we do not have to spend hours manually placing cover objects in a scene and and coding for each one.
Using the navmesh data retrieval method we could only pull the data that is needed and when its needed i.e. close to the NPC when the player is detected, this way we dont have to have loads of objects with scripts attached as it can be resource heavy, will see what the devs say.
Once the environment vegetation editor is back up and running in the engine we will be able to knock out scenes at a decent rate instead of placing each one with the Game Objects editor that they have, then finding that they are stacked above the ground and not where you wanted them, this can get time consuming and annoying, so I like the old systems of environment editors…
Not like the GO (game objects) system does not have its uses, it does and it is great for level designers when it comes to placing objects in a detailed area like a city where cars can be stamped onto the scene at the terrain height or lamp posts but for placing grass, trees if your doing a load of them can be very slow…
We have created a staff area because we intend to get more staff in eventually and while we are updating our web sites and services we should at least get something basic in.
The staff portal includes, private chats, project management with a system similar to the Bug tracker/road map with milestones and completion dates etc.
We have also picked a eCommerce platform that we would like to work with in the future and we have started to get the basics up and running so it is not as much to do later on when we have products and assets to sell to the public and other indie game developers having a basic form of this will save us time in the future.
Materials and Objects
Well with the UK weather been what it is we haven’t made much progress on this side of things but we have done some more on the scripting side of things..
We have spend a little time on the environment weather patterns script, This script is the basis of the weather in Resistance Iron Fist and has the following features:
- Days Months and years are recorded.
- Humidity and temperature determines crop growth (feature for future projects).
- Humidity/weather type effects soil health.
- Temperature has an effect on the player, such as if the player is not suitably clothed and its snowing/cold or the player is wet then the player starts to loose health at a variable rate.
- 4 seasons just like in real life, 12 months and days as in real life.
- Multiplier for how fast the days go is settable in the settings menu.
- Height of the sun/moon differs for summer and winter.
- longer days in the summer and longer nights in the winter.
- Different particle effects for each weather type, ground fog, height fog etc.
We would love to include shaders to enhance the weather effects but that will come at another date as this is only the first iteration of this script.
So development has been slow with the recent snow and weather in general but we have decided to put this update out there.
Where we are exactly is very very early in development but we are getting there in the terms of ideas and prototyping and seeing what works and what does not fit in with our ideas of what we want from the final product
The image below gives a clear idea of what phase of development we are at.
With that said on the other side of our plans we have done a lot of work behind the scenes with our website and web services.
Staff Portal, Portal for future use for testers and a bug tracker, not to mention forum and all that goes with it for future use.
We have project management tools for freelancers and staff to use so in effect it has been a productive month so far on the business side of things but not in terms of game development.
Videos and video splash screens
We have finished the splash screen for our company to be displayed in game when it first loads and have a few others in the pipeline..
Cut scenes are something we are wanting to do to complement the game and can only help with the story line.
So you can be up to date with what features and to report bugs for projects that we have active at the moment we have supplied you with a bug tracker/feature list/road map that can be accessed via our main menu on the website.
This is so you know what phase of development we are at on any given moment of development and what improvements we have going on our websites and for our sister companies.
We have added a forum for the general public to communicate with us and for future use when we get to the public testing stages of our projects.
We have also created a private portal so that our partners and employees can keep up to date with the project management on our projects, pass files and privately chat and have a record of these chats in a format other than email.