Currently working at: Everyday Lite

Friday Progress Report 07/09/2018

The city is now fully textured, i have also added a few ambiance sounds and a song for the city (Faerie village theme from my previous game), the terrain looks a bit worse because my brother broke the biome merger last time he updated it, but we will fix it, right now he is working on the new character controller and animation controller for Adam. Here some progress on ledge grabbing: Now that the city is in a decent state i will change my focus to the characters, i will improve the models and texture the current clothes before going back to finishing Elly and making more clothes for her and Sasha.

Friday Progress Report 31/08/2018

This week has been slow, we had a pneumonia epidemic this week, most of the family is sick (not in any real danger), my brother was unable to work the last two days and i was down today most of the day, but iam better now and back to work.I still found several flaws in my UV maps and im now fixing them, some materials like wood will use triplanar materials, so im not going to need to UV map everything, so i should finish this in the next week or so.   ¬† The tree is climbable now (even with the current clunky movement), my brother is still working on the new system.

Friday Progress Report 24/08/2018

I have finished the new Ladrasil, it is not pretty since it is naked, we have decided to not use placeholder leaves this time, we will use tech similar to the grass system to make tons of individual leaves, but these won’t be made anytime soon I have designed the branches to work as bridges and paths, they split and connect with each other, moving through the tree will be possible, we are also planning an expansion of the village in the top of the tree later I also started making the materials and UV mapping where i need to add good textures Meanwhile my brother has been working on movement, starting with ledge grabbing/climbing

Friday Progress Report 17/08/2018

Rope bridge system are now in the game, right now they are fixed on the spot, but using this system as base in the future we will be able to make them react to player or environment by moving up and down like a real rope bridge and we will be able to let the player create his own bridges. Also, we have decided to remake the Ladrasil, the boring and ugly big tree in the center of the city will now have a touch of banyan tree, with long branches supported by solid aerial roots, these roots are replacing the old ironwood trees It won’t look this ugly when im done i promise!   Also this time we won’t be adding placeholder leaves, the tree will remain naked until we finish the new leaf system (a variant of the grass system)

Friday Progress Report 10/08/2018

We gathered some feedback from the demoday release this week, the main points brought up were: -Ugliness of textures/materials -Lack of detail and emptiness -Clunky movement and animations -Failure to capture feeling of comfyness Pretty much what we expected since this demo was testing collisions and level design, but now that we know Adam is not falling into the empty void or moving through walls we can focus on addressing the critics we received, the next demoday will be 11/11 this year, and we are planning: -Graphical improvements (textures, materials and details) -Sounds (mostly steps and ambiance) -Bring back Grass system (need to be adapted to the new terrain system) -Dynamic rope bridges (instead of planks) -Completely new movement system and animations for Adam (not using Unity blend tress this time)

Demoday Release 08/08/2018

Edengrall Tour   This demo is a simple test for terrain and building collision testing and level design, the terrain has been made using my brother’s biome editor that will allow us to automatically populate empty areas with props and objects depending on the biome, the buildings were made by me in blender, they have simplified collision meshes (ramps instead of stairs and stuff) The city looks ugly right now because we are using placeholder materials/textures, also Adam’s movements are clunky and several animations are missing, we will remake the entire animation controller and get proper animations for the next demoday as well as textures and make new materials for all meshes Windows: Linux (not tested yet, we are both dirty windows users) If you get stuck or fall off the map press R to respawn

Friday Progress Report 03/08/2018

We have decided to remake the whole animation system, we will not use the Unity blend trees, my brother will program the animation transitions by hand instead, so i switched the focus to making better collision models for the buildings like i did for the INN, i will probably be able to finish it before 8/8, but the animations will use the old placeholder on this release My brother made the water work like water, Adam can now swim (but there is no swimming animation)   We are trying to polish the terrain for the 8/8 demo, it will only contain the city basic shapes and Adam will only have basic movement options for now For the next demoday (11/11/2018) we will add detail, improve graphics and give Adam all his movement options with proper animations

Friday Progress Report 27/07/2018

I spent this week testing a new structure for building meshes, the Collision mesh of a building is now split from the visible meshes, the new collision mesh is simplified (ramps instead of stairs, rectangles instead of rails, etc…) the collisions inside and outside the building (only the INN for now) have been greatly improved, i also skinned the entire building making a mesh with only the building exterior for L.O.D. (level of detail) models that we will add eventually Simplified Inner layers Simplified outer layer, used both for collision mesh (merged with the inner layers) and LOD model I will do the same for all other buildings eventually, but not for this 8/8 demo as there is no time   I have also started playing with Adam’s animations, here the current Blend tree for normal movement (idle, walk, run) this was mostly taken from a demo, i will be improving it and making sure the running animation is less awkward

Friday Progress Report 20/07/2018

Huge progress! The transfer from Blender to Unity worked much better than expected, i have corrected all mesh problems (defective faces, flopped normals, wrong proportions) and remade the whole terrain, all the terrain now is made on my brother’s terrain editor which will allow procedural placement of grass, rocks, flora, fauna and other props and objects so the terrain won’t be as bland and empty as it is right now The only part missing are the bridges, my brother is going to develop a system that generate dynamic rope bridges that move with the wind and when you walk over them, so we removed the old inflexible bridge meshes The cliffs to the east of the city now have many more caves and tunnels the area nearby is more detailed.   Next week i will be working on remaking some of the building’s collision meshes to simplify them (current ones are generated based on the complex meshes) or i will look into improving the materials and adding textures, or maybe both if i have enough time   My brother is finishing fixing the terrain system glitches and will start working on Adam’s movement, adding sprinting and swimming (quite required now that we have a lot of water)