As rock formations become bigger, corals start to disappear. Kelp forests will be sprinkled throughout both. As you can see below, we’ll start at the shallows with coral reefs, and as we get lower, we’ll see more rock formations. So, as you’ve seen before in the “isle-phase-three” channel on the official discord, I started by making a simple study of how these biomes and formations will be loosely mapped out based on depth. I also had to take into consideration the types of terrains and biomes of the ocean and to hopefully create an interesting environment for players to traverse and explore. It can be pretty at times, but not always. This would need to be toned down to fit our horror gameplay and visual style for the game. Normally, when we think of coral reefs and kelp forests, we think of images like those from Blue Planet 2 & Planet Earth 2: beauty and serenity with all kinds of gorgeous colors. Specifically, I’ve returned to finish the line of Underwater Environment Concepts.Īfter discussions about visuals and gameplay needs, I do what I always do and start looking for references and inspiration. Overall I’ve squashed hundreds of bugs this month.įred - 2D ArtistI've been hopping around different types of assignments for a while now, one of which is returning to the environment concepts. I also fixed a bunch of smaller issues such as loading screen causing a crash, double calls issue, UI hints, the “pitch black skin” bug, vocal distance being short and much more. In that regard I also added a dynamic math that allows “Grab High” animations to play, when grabbing fruits, for example, from tall trees. We noticed some odd behaviors relating to both Organs and Meat Chunks, especially when their physics decide not to simulate properly. Pickup is another mechanic that has received some attention. This feature aids in synchronizing attacks and will be further improved upon in future updates. Moreover, with troodon, I developed a system where nearby troodons will emit specific vocal sounds whenever a target becomes envenomated. On the topic of pounce I’ve made some significant changes to the aftermath of missing a pounce, now it does not “stagger” the pouncer anymore, allowing it to be more fluid, fast and more visually accurate. Such as with the introduction of troodon, a new playable capable of pouncing, that brought forth additional scenarios that had the potential to disrupt existing mechanics. We had several strange behaviors concerning physics and other various interactions when multiple abilities occurred simultaneously. FTessaro - Lead ProgrammerThis month, my main focus was on enhancing and resolving issues with various mechanics.
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