Post by echocdelta on Mar 5, 2016 12:29:16 GMT
Oh boy!
Lots of stuff this week;
- AI: invisible boundary from the center of a town that expands as a house is spawned
- AI: NPC town manager spawns a house if there is room/no blockage/in boundary
- AI: spawned house is drawn from a pool of assets, so a town will spawn house from defined set ie - Nordic homes are spawned from Nordic home assets
- AI: all homes are spawned oriented either randomly or towards home center, making homes appear somewhat planned
- TechArt: we have an awesome looking fire particle prototype and have a dedicated TA on that and engine renderer
- TechArt: particle planning/prototypes for miracles has started
- Tech/Programming: prototype assets all in one level in UE4 and performance testing (we had 30 houses, all destructible, all with persistent debris that can be moved/scooped by hands and thrown at stuff without lag)
- Tech/Programming: God can grow or shrink based on faith, you can be a street level God or an absolute Titan, debug allows us to dynamically scale up/down from just controller input
- Tech/Programming: Houses all have destructible meshes and persistent debris
- Tech/Programming: Debris can be picked up, debris can smash other objects, debris can be swept/scooped
- Tech/Programming: 4.11 Preview 6 testing, platform testing, performance profiling (all green lights)
- Tech/Programming: behind the scenes work on AI classes, AI user stories (what is a lumberjack, is a lumberjack a class or action etc.)
- Tech/Programming: Can spawn fireball or water, can throw them, can make it rain or burn
- Tech/Programming: Movement and vision scales dynamically on growth/shrinking (this is apparently a big feat in VR and rendering btw)
- Art/Character: more art tests, sketches/concepts
- Art/Character: skeletal rigs and basic prototype animations are done (villagers walking, sitting, idle etc)
- Art/3D: a bunch of houses were prototyped based on popular ones here and imported into game engine
- Art/3D: prototype assets are all UV'ed, texture/material testing on them (from realistic materials to hand painted materials w/ normals/PBR)
- Art/2D: lots of concepts of animals, villagers, environments
- Art/3D: trees, bushes, foliage prototypes (I'll tackle the foliage cards and texture/material design)
- Design: faith economy is being designed further, including generation, pooling and expenditure
- Design: more prototype testing on paper but now in-engine; currently prototype build was a hit in the office and we actually had a 'staff line' of people waiting to play it
- Design: core interaction mechanic, the hand and movement, as a God 'feels' right (lots of QA in VR and iteration/feedback has happened/will happen)
We're flying out sometime this week and we'll be at GDC, so we will be in flux for that period. If anyone is at GDC at this time, shoot me a DM, a tweet or carrier pigeon and we'll have a beer or a chat. We've got a business suite next to Microsoft so if at the expo, feel free to say hi as well!
Lots of stuff this week;
- AI: invisible boundary from the center of a town that expands as a house is spawned
- AI: NPC town manager spawns a house if there is room/no blockage/in boundary
- AI: spawned house is drawn from a pool of assets, so a town will spawn house from defined set ie - Nordic homes are spawned from Nordic home assets
- AI: all homes are spawned oriented either randomly or towards home center, making homes appear somewhat planned
- TechArt: we have an awesome looking fire particle prototype and have a dedicated TA on that and engine renderer
- TechArt: particle planning/prototypes for miracles has started
- Tech/Programming: prototype assets all in one level in UE4 and performance testing (we had 30 houses, all destructible, all with persistent debris that can be moved/scooped by hands and thrown at stuff without lag)
- Tech/Programming: God can grow or shrink based on faith, you can be a street level God or an absolute Titan, debug allows us to dynamically scale up/down from just controller input
- Tech/Programming: Houses all have destructible meshes and persistent debris
- Tech/Programming: Debris can be picked up, debris can smash other objects, debris can be swept/scooped
- Tech/Programming: 4.11 Preview 6 testing, platform testing, performance profiling (all green lights)
- Tech/Programming: behind the scenes work on AI classes, AI user stories (what is a lumberjack, is a lumberjack a class or action etc.)
- Tech/Programming: Can spawn fireball or water, can throw them, can make it rain or burn
- Tech/Programming: Movement and vision scales dynamically on growth/shrinking (this is apparently a big feat in VR and rendering btw)
- Art/Character: more art tests, sketches/concepts
- Art/Character: skeletal rigs and basic prototype animations are done (villagers walking, sitting, idle etc)
- Art/3D: a bunch of houses were prototyped based on popular ones here and imported into game engine
- Art/3D: prototype assets are all UV'ed, texture/material testing on them (from realistic materials to hand painted materials w/ normals/PBR)
- Art/2D: lots of concepts of animals, villagers, environments
- Art/3D: trees, bushes, foliage prototypes (I'll tackle the foliage cards and texture/material design)
- Design: faith economy is being designed further, including generation, pooling and expenditure
- Design: more prototype testing on paper but now in-engine; currently prototype build was a hit in the office and we actually had a 'staff line' of people waiting to play it
- Design: core interaction mechanic, the hand and movement, as a God 'feels' right (lots of QA in VR and iteration/feedback has happened/will happen)
We're flying out sometime this week and we'll be at GDC, so we will be in flux for that period. If anyone is at GDC at this time, shoot me a DM, a tweet or carrier pigeon and we'll have a beer or a chat. We've got a business suite next to Microsoft so if at the expo, feel free to say hi as well!