It's time for Sunday Musings, some good stuff to talk about.
Copious Amounts of Work
There was no midweek blog this week, partly due to me being a smidgen busy and partly because I was clearly being lazy.
This week we've being doing all the things. I've been busy implemented animations which Adrian has sent on over to me this week for two different characters. The animator is starting to look super messy. What I wouldn't give for the ability to bend the transition nodes in Unity! I'm also still working on the boss battle with the demons. I'm trying to make sure that everything works solidly and there's no chance of things breaking at unfortunate times. I'm hoping to have the completed by the middle of next week. Still lots of work to do on it though. I also created a mesh combiner manager this week. This is to make combining meshes a little less time consuming...well, a lot less time consuming. So, in the town scene we've got nearly 150 houses, initially we had a massive amount of draw calls in the scene. There's a few ways to make this better. We went with mesh combining which combines meshes that have the same material. This means having to sort the meshes into sections rather than objects. So we've got Shingles, Drainage, Roof etc rather than "House" which meant a hell of a lot of work. The new script does this all automatically. First it finds all objects in the scene, then checks for objects with Mesh Renderers and what materials they have, constantly narrowing down the list until it gets to the final list which shows the number of instances of each material and the objects that use them. Then it, brings in prefabbed empty game objects with the mesh combine script on them, renames them to the material name and runs the mesh combine script. We've automated the whole process, essentially. There's a few small problems at the moment with the script at the moment which will have to be fixed, namely the material exceptions list isn't working properly and I haven't figured out what to do when a list exceeds the maximum amount of objects (this seems to be decided on a object by object basis rather than a set number, presumably polycount-based). Adrian worked like a man possessed this week, managing to get through a ton of stuff. First of all re-rigged and animated the mini-boss. The old rig wouldn't let Adrian add animations without it exploding in Blender, so a new rig was the only course of action. Evelyn also got some new animations this week. They're for things we forgot about on the last round of animations but they're done now. The animations are for pushing/pulling objects, wall-jumping and wall sliding. So far, wall jumping and sliding are in but need tweaking on how I've implemented them. Adrian also did some work on the level texturing this week. In this week's Screenshot Saturday, we had one of the forest levels which has now been textured. This was in an old screenshot saturday when it was untextured. Lots of work being done as you can see below:
We've a new grass shader in the game too which Adrian created which gives the effect of the grass blowing in the wind. The shader gives us the ability to change the amount that the grass moves.
He also created the banners for the town scene. The first few levels are tutorial levels, naturally and we're hoping to have the tutorials themselves be part of the scene rather than disrupting the game's flow. He also modelled and textured out Evelyn's window on her house which is how she gets to this particular scene.
Music!
Time for our songs of the week. Adrian's gone for "The Middle" by Jimmy Eat World. Absolutely awesome song.
I've gone for Mark Knopfler's "Haul Away". Nice relaxing song for a change! Adrian's: Jimmy Eat World - The MiddleDan's: Mark Knopfler - Haul Away
That's me for the week. Adrian will be back for Sunday Musings next week and, of course, his midweek blog. He's not a blog skipper like me...
Enjoy the rest of your weekend! Comments are closed.
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