Posts Tagged ‘PCG’
In my last post I said I would join the Jam with a friend of mine, but it turned out that I would be working solo so I am going for the compo instead.
I also forgot to declare that I will be using code from one of my personal libraries. I wrote a tutorial for PCG (you can download the code there) recently and I’ll be using the code to get some randomized levels for my LD game. I hope that it’s ok to declare it late. Good luck everyone!
Oh and one more thing, I’m developing in Linux and using Vim instead of FlashDevelop. (What the hell is wrong with me?)
Ok, I sped up the walking, slowed (and made more controllable) the jetting, added a shadow and this funky rock here (which can be found if you turn right 90 at the start and look over the hill). why is it the end for me now? well I wrote down the story I wanted, not any chance I can finish in the time left. and I don’t want to spoil it by doing it half assed so this is my entry for the weekend I think, pure ‘exploration’ with no goal
playable build is embedded if you view this post in full.
Added animations, and made the camera all ‘woo’ its slowly getting to be the time where I actually add stuff beyond just walking around. I think I’ll give Bellona a little shadow first. and of course theres a playable build embedded if you view this post in full.
Not as cool as the one from doctor who, but I’m happy with it
also in this build I added the martian equiv of the Aurora australis, I couldn’t find any photos of it so lets pretend it looks like this. (we at least know its not the same as other aurorae in the solar system so I can do what I want really).
I plan to have other cool martian features like the dust geysers also found near southern mars during certain times of the year, though I dont know if I’ll have time to put them in.
anyway, the playable build is available if you view this whole post
Took me way too long to build and sculpt her, and there is so much left to be done but I better get back to the actual ‘game’ thing huh?
the build is after the more
Ok, got my normals on the ground working ok, altered the PCG a little for better rolling landscape, added fog and some random normal mapped rocks (their scale and rotation is random, I did actually model them, I’m not getting *that* hardcore with my PCG =P)
and of course there is a playable build after the ‘more’ link (and you can turn in this one!)
yup, I fixed my triangles problem, and I even coded all the streaming PCG stuff, so already you can wander endlessly across the surface of mars. click ‘more’ to play the embedded version
Ok, overslept a little but thats ok as I woke up with an idea, I’m going to procedurally generate mars, and put a psychologically disturbed astronaut on it.
ok, so I need to work on the procedural generation bit, I always forget how to set up my triangles right when I do this, but it will come to me sooner or later. and unity does it fast enough it should be able to generate the landscape in realtime, allowing for endless trips to wherever. and because its seeded it will be consistent too.
my plan is to have a story of course, but this will give me a huge expanse to explore with (hopefully) relatively little work. though the compromise is of course mars would be cooler if I made it myself, but the theme is exploration, you need something big to do that right IMO