Interstellar Exploration
Space Sandbox
A little project that I use as a testing ground for any weird thing I want to try
Shoreline Detection
Oceans have previously had no idea where land was in relation to waves so they would often clip into the terrain mesh. The ocean system samples the terrains heightmap to determine how large a wave should be. What I've currently implemented is very basic but it works for now.
Cloud Attempts
This is a bit DOA. I have struggled with procedueral stylised clouds for months. Cannot work out a performant way of doing it at all.
HDRP
I had a play around with HDRP I think it looks nice but I feel like I'm losing some of the stylised charm. Probably wont stay in HDRP but I'm glad I tried it.
New Terrain Generator
This does not yet support 3D terrain with caves and over hangs but its a step in the right direction and a step towards realtime procedural planets.
Water Shaders
After falling down the water shader rabbit hole I'm damn impressed that I even got something looking remotely as nice as this.
Mirror Multiplayer
Ditched Photon for Mirror by Vis2K. Instead of all players having a peer to peer connection to a host player, all players will connect to a hosted game server. The main reason behind this decision was the scalabilty that comes with hosted servers.
Moving to Universal Render Pipeline
Over the last 2 years of prototyping and experimenting with this project I have gained a better understanding of game design and have a clearer vision going forward for what I want this game to be.
Weather
Starting adding a weather system. Here is my first attempt at sandstorms.
The Vanitas System
The second solar system in the game. The Vanitas system has 1 small planet and 2 large planets orbiting a red giant star.
Lootable Storage Crates
Crates on planets now start off with loot to be found by players when exploring.
Storage!
Ship lockers! You can now store items on your ship as well as on planets in crates.
Third Planet
Third planet in the solar system. This planet is the most "earth" like planet and it's big enough for me to experiment with biomes in the future.
Objectives
Actual Gameplay now. Only a few to test the system. Gather resources to repair your ship and leave the planet.
Vehicles
Vehicles are getting there thanks to the help of a friend who spent a few days fiddling around with wheel colliders for me (yep they still suck). I'm still working on the script that allows the player to get in and out of the vehicle.
26/09/2018 - Updated to v0.0.4
Not a whole lot this month, mainly just bug fixes:
Planet Saving Part 1/2
Ok so at the moment when you break a resource it only stays broken for that session. If you quit and come back the resource will have returned (unlimited materials). So to fix this I added uid's to all default resources and a quick check on the master clients save data to determine if the resource should be destroyed or not.
Hotbar
It's such a small feature but it feels like I made a massive leap. You can equip items in the inventory and hold them in the hotbar. Numbers 1-5 control which slot is selected. Press q to drop the item you are holding.
A Second Planet
Giant flower forests, purble oceans and a gorgeous sky. Looks like something from a Dr Seuss book.
23/08/2018 - Updated to v0.0.3
Now that the multiplayer prototype is done I can continue
moving through this massive to do list.
Major multiplayer improvements and more:
Not Quite a Blue Box
A really satisfying tardis effect made using smooth portals. Maybe a ship idea but I doubt it will work in multiplayer. *Edit* Nvm it worked really well in multiplayer.
Multiplayer!
Basic multiplayer has been added.
Players can see each other and drop and pick up items
but not all world objects are synchronised. And yes you are a space potato.
26/07/2018 - Updated to v0.0.2
Feedback from version 0.0.1 has been taken on board and applied:
Graphical Changes
Just tweaking the post processing profile.
Functioning water
Under water effects and temporary water physics. The Player should feel slower in water and experience some bouyancy.
25/06/2018 - Updated to v0.0.1
This is a demo version. Meaning that only the core features are enabled for
testing, the rest are disabled.
Enabled features:
Item Stacking!
This means items with the stackable attribute enabled will occupy the same slot in the inventory.
Dynamic Loading
This unloads every mesh thats 1000+ metres away from a player. On average frames increased by 6% with a peak of 12% and a low of 3%
An Oasis on "Initium A"
One of many areas that the player will be able to explore around the planet. The oasis will provide the player with resources that would normally be difficult to get hold of in a arid, dry desert environment.
First Planet
First Planet in the Initium Solar System, "Initium A".
Initium A is a dry and arid desert planet with little life.
A perfect place for the player to learn how to use the controls.
Inventory System Updated
Created an Inventory that saves and loads across scenes using prefabs. (ignore the icons they're place holders)
Inventory System Started
Got to work on starting the survival inventory. Thought out the required features and started planning how the inventory is going to save and load data cross scenes. Player Prefs is not ideal and will almost certainly be changed in the future but for now it will do.