Resource gathering

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…

Update – 07 Feb 2018

Staff Area

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..

Mechanics (scripting)

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.

3D Scan data for Game Objects and Materials

Cave scene in game screen shot

3D Scan data for Game Objects and Materials

Starting to collect the 3D scan data so that we can photo realistic assets and materials for our games and projects, this is a difficult and costly in time as the British weather rarely gives you the right conditions to be able to get out there with the equipment so we have a keen eye out of the window and jump at every chance we get.

Once we have a sizeable library of 3D scan data we will then set about converting it to usable data for game development.

Anyhow, below is a couple of examples of 3D scan data that we have collected that will be used in upcoming projects.