So you alive
Always, Iron And Bone is main game, but still work on IOC when i can, love HDRP
Wanted to share some info i learned from my mentor. Foliage (trees, plants, etc.) in nature, are not all the same, and they all dont stand up straight like a stop sign. They have different angles and scale.
I made an angle/scale pass through IOC HDRP tonight (SS below). The dino you see is a new raptor model ive been working on, needs animation, texture, and AI work, as he doesnt like to behave, lol.
2nd SS is the new Onyx Raptor (WIP):
What have i been up to?. TBH testing out environment ideas for IOC (BRP/HDRP). I need to dev a single scene project. Multi-scene is too much work at this point. Heres a SS of the current BRP dev test:
I would say, still lots of issue with contrast.
Doesn’t look good.
Look at the sun for example, completely burn out / wash out colours.
Are you sure your monitor is suitable for this? As you have constant issue with setting up good colours depth.
Was just a test environment of BIR, lighting and PPE werent added. Cant resist the itch, so ive been working on the HDRP version a bit tonight (more on the focus of mechanics). Pick-up weapons added and integration between EmeraldAI/Invector will be next (damage/visuals/etc.):
Ive updated the Acrocanthosaurus texture and shader settings to better fit the environment. Ill be working on animations next (adding root converted animations, etc.). This is a stormy, hot, foggy, jungle type environment:
Theres been alot of changes with Unity lately (forum migration/Unity 6 coming soon), so like alot of other devs, think im going to wait till Unity 6 is released and port IOC over as id like to take advantage of the new features introduced. Im still working on it, and just getting prepared along the way, and IOC will still be in HDRP.
God help us, lol…
Ill just leave this here, early test of Unity 6 HDRP preview before official release. Im impressed with lighting and overall visual quality, done in under 9 hours…
Heres some alpha screenshots from Isle Of Carnage’s development progress. Many areas of the island are already done (sub para-military bases, caves, zones, etc.). Performance is insanely great (80-90 fps in all areas), but still early yet. Ill be deving this game till its released, or i die, lol. Eye candy:
IOC is in full production, and has been for many months. I dont post updates much anymore, as the forum-to-dicussions change has been very bad. Alot of devs/friends have left, and cant even post YouTube videos…
A recent SS of the new spinosaurus area:
Wanted to share the story-line of Isle Of Carnage (short version):
JD Dekker, an oil rig worker from kentucky, on your last “tour of duty” on an oil rig 130 miles off the coast of Costa Rica, explodes and sinks. You survive the disaster, escaping in a lifeboat. But where is your brother Taylor?, what happened to the other rig workers?. Any living souls headed to the closest landmass, The Isle Of Carnage…
This island (owned by the costarican government) is leased to a para-military operation, hired to control and protect the island. Its a sanctuary of dinosaurs owned and developed by a rich corperation. Your duty is to find your brother, any co-workers from the oil rig, and find a way off the island to the main land.
You will find weapons, ammo, health packs, and other items anywhere the para-military is, or has been (bases, vehicles, tents, etc.). Many mysteries, encounters and places to explore, in this large open-world environment. The dinos are out to eat you, the para-military is out to shoot you, and even the plants are out to poison you…
Ive decided to start posting updates here. Alot of the island, game mechanics, UI, PPE, interactive objects, loot, and so much more is already set up and done.
Ill also be posting more info on problems solved, systems, and the way i dev this project, to help others…
Problem and solution:
IOC uses some Nature Manufacturer assets, mainly their “beech trees”. Problem is when imported into 2022.3 (more than once), the LODs are corrupted, and wouldnt “cull” at all.
Solution: Use any LOD generation tool to re-build your LOD group. Personally i use AutoLOD, fast, easy and with backup mesh support and full reversal if needed. Hasnt failed me in over 3+ years…
This is a newly added area in the NW of the island called “Shipwreck Coast”. Large sandbars ground any ships aproaching the coastline. Item chests will be added this weekend (weapons, ammo, health, etc.). Eye candy:
Ill be adjusting dmg this weekend (both player and enemies). Your a human, your enemies are human and dinosaur.
The para-military (humans) have assault rifles that fire 3 round bursts. You might survive 3 shots (if they dont hit internal organs), but the second 3 round shots will kill you.
Dinosaurs are much larger, can run faster, and can kill faster. An encounter with say a Spinosaurus or T-Rex, 1-2 bites and your dead. Smaller dinos, it depends on their numbers.
So dmg has to be set/calculated differently per-species. The way i adjust this is: leave (in my case Invector) base controller dmg settings alone (as dmg per-weapon is already set up decently), and adjust the enemies health to compensate. You can adjust the controllers dmg per-weapon to fine-tune if needed…
Damage adjusted, eye adaptation added. This is what happens when you get too close to see if its friendly or not, lol.
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