Recording video on my laptop will seriously impact frame rate.
If the live build lags on your PC or Mac and you find it annoying, give me a heads up?
Not planning on optimising anything until we are ready for a public release. Unless low frame rate hinders testing.
New live build [now online].
I hope to reduce the delay between updates, finding myself doing and redoing many small adjustments to both script and terrain.
Iāll try to estimate the amount of work needed to clean up everything, it may be interesting to see how close to reality this turns out to be.
Back to the frame rate question, it would be interesting to get some feedback on this at this point. The game lags for a few seconds at the beginning, may need to replace mesh colliders in places.
I got character stuck between red ennemies jumping above them.
Lot better lightening and colors now ![]()
I donāt like FPS camera working with keys, not intuitive to use as mouse, camera rotation also shoudl be slowed and smoothed as we donāt play a COD game instead itās exploration game.
Fixed latest build. You can find it [here].
https://www.youtube.com/watch?v=OShrVMAjF-k
Single pass render so, a rough preview.
Corrected a few artefacts in Gimp (and wavelet de-noise to clear excessive noise).
A quick list of what causes nasty artefacts (nothing new if youāre a baker).
- Shaded/dark areas under objects will bleed at low definition. Same effect causes overlapping geometry to look bad near intersections.
- Z-fighting (more likely to occur than with a regular Cycles render)
- Make sure you uncheck the ārenderā setting for unused modifiers; modifiers only hidden in 3D view will affect baking.
- Collapse modifier stacks.
All of the above may cause black scars in output maps.
Fixed.
I understand. Adding mouse support is possible.
On mobile platforms controls will work differently with first person camera. but the transition is smoother (same input device). Actually itās been many years that I havenāt played much on a PC or Macā¦
@eelstork :
Great work, grass texture make it looks lot better and keeping a simple look.
-Ennemies can be blocked by rocks easyly
-character could fall in a small area between the platform level and the upper moved platform level when you wlak on a big button
-I donāt like the jump system, perhaps a traditionnal jump system would work lot better, otherwise itās hard ot precisely jump on something.
Keep the good work ![]()
You mean, being able to move while jumping?
Anybody else care to comment on this?
Controls are a bit awkward. Iād make the walking animation match the speed better. And jumping, just jumping, not thrusting forward.
Thanks for you reply - I modified the control scheme so that jumping should work better in the next build.
Just a quick note to indicate that I wonāt do personal updates on this project for the coming 3-6 weeks as Iām working on a small project and I am also re-orienting aspects of the design so that the AIs play a more interesting part.
Although I wonāt update personally I hope that some interesting concept art will surface in the meantime. If it does, may do a post.