"La Vanoise" progress updates


Version 1.0.1 Regions


Here are the basics of the game. It took 5 months to set them up, so I’ll try to quickly summarize how I worked on it:

Since I’m making a nature walking game, I first had to research all the wildlife and plants present in each area of my game at different times of the day. The different zones are forested/non-forested mountains, forested/non-forested plains, and forested/non-forested rivers. After a week of research, here’s what I came up with (the names of the animals/plants are in French, and I apologize for that).

the mountain:


the plain:

the river:

Once the research was done, I then collected each sound of every animal and modified them so they would fit well in Roblox.

And here is the result. I can’t show you everything, but you can see that depending on the area I go to and the time, certain animals appear (note that they are represented by a Billboard GUI).


Version 1.0.2 Flock


Hello everyone, here is a simulation of a flock of sheep.
This simulation uses the three basic flocking rules:

  • Cohesion: to form a group, the subjects (or boids) move closer to each other;
  • Separation: two boids cannot occupy the same spot at the same time;
  • Alignment: to stay together, the boids try to follow the same path.

In addition, we can see in the video that the flock is afraid of the dog and a little wary of the man. We can also see that they follow a center defined by a part. Finally, within the flock (here 80 sheep), 10% have a bell; these sheep are the leaders of the group. They follow the central part, while the others follow them.


Version 1.0.3 IKPF


Hello everyone, here’s a new addition to my project. Here you can see an IKPF footstep system. The player’s whole body interacts with the ground, including his cane.

Feel free to let me know what you think of this system and if you have any ideas for improvement.

17 Likes

This is the best thing I’ve ever seen on roblox.

1 Like

Love this ahahahaha. Good stuff :slight_smile:

1 Like

Very cute.

You should recolor some of them and make them slighly different

3 Likes

The project is still moving forward, the next version is far from arriving since I have to create 4 conifers, 10 deciduous trees, 3 mushrooms and 62 other undergrowth plants. Here are some pictures showing how I create a plant.

From this

To this

Or from this

To this

Using blender and drawing software


+

=

Showcase1:

New region system.

I used to use the ZonePlus system for my in-game regions. However, with the arrival of the Mesh and Image API, I had the idea to combine the minimap with regions. Indeed, the minimap system isn’t complicated to create and has existed for some time. However, I used this system to define regions without relying on in-game parts. Simply put, I read the color of the pixel where the player is on the minimap. Depending on the color of that pixel, I can determine which region the player is in.


I know this might be hard to understand, but you just need to think a little creatively to realize the potential of this system. We’re talking about a huge time saver and incredible versatility.

Looks good! I recommend making the footsteps noise come from the character instead of being a global sound.

1 Like

By the way here is the size of the map



It is:
-60.2 KM * 63.5 KM or 196850,39 ft * 206692,9 ft
-3,825 km² or 41171957 ft²
-11.468.100.000 stud²

this reminds me of like fisch, before it was bought out, this could be the next big game, but you need to pull this off properly…

Small update

Hello! Here’s a little update to show you the progress. I’ve finally finished the first layer of chunk 01/36. This layer will serve as a base for placing the different elements. I’ve also finished all the undergrowth plants. What’s left now are the trees and all the various assets like rocks — and after that, I’ll be able to start placing the objects.





one issue i have is that the flowers and vegetation are hyper realistic but the rocks arent… so i feel like if would match the style better if the vegetation was also modelled

I think I understand your idea. That’s why I’m going to model the rock more precisely. The first layer we see in the previous images is the one we see from a distance. The closer the player gets to the rock, the more precise and realistic it becomes.



okay cuz the game wouldnt feel right if the rocks were unrealistic and the plants were, you might also want to make the animals much more realistic. What i would recommend is making a test scene with 2 different styles, one is hyper realistic, with flora, fauna, and other stuff, the other is the same scene but with a more blocky style like the first version of the rocks, since both can look good if done right.

2 imags to show what i mean:

Realistic:


Link for the source

Blocky (fisch):


Link for the source

Thanks for your very detailed analysis. Regarding the animals, the issue in the videos is that the sound isn’t heard by the camera but by the character. Few games make this choice, but I decided to do it. That’s why it creates a rather strange effect in FreeCam. Furthermore, the system used is made by hand; each animal sound is unique and is played according to the area and time of day, with random distances. This system is quite difficult to fine-tune, so if you have any more specific suggestions for the animals, I’d appreciate them.

Now, regarding the game’s style. I know this will sound strange, but I’m going for a style somewhere between realistic and blocky. Being passionate about flora and fauna, I’m going to focus entirely on the quality of nature; it will be the foundation of the game, with the terrain level serving to complement it.

Here is an example of what a tree can look like

If I were to follow your advice, I would choose a blocky style; this style is much simpler to implement and is better for performance. Here’s an example of a game that created a nature scene in the blocky style.

Wolf Ridge | Bike Park



The only problem is that I’d like the player to be able to press a button to see the names of the plants around them, and I’m afraid the blocky style might make it difficult to distinguish certain plants. So I need to think about it, I’ll try to find a middle ground between realistic and blocky and see what happens.

Here’s a photo showing the current stage of development.


1 Like

the blocky style certainly looks better, and will defenitely help with performance since a lot of people, including myself, have horrible laptops/are on mobile, cries in 7-year-old Dell Inspiron. the only way to know for sure if the plants in blocky style will be distinguishable is to test it.

1 Like

So I tried the blocky style with a classic tree. I have to admit I’m still undecided, but on the other hand, I think it gives the game a really cute and gentle style. Take a look and tell me what you think.






Although the game is at a 1:1 scale, it still gives the impression of a small model that the player is placed into to play; I think that’s really awesome.

1 Like

i think that the blocky style looks better its just that you might need to change the colors and textures a bit, since the build style and textures dont match right now.

I recently added a realistic water system to the game. Instead of using Roblox’s built-in water, this system is made from a combination of multiple parts and visual effects, allowing it to achieve a similarly convincing result. To create the animated water surface, I used the ForceField material technology.

I also added ambient water sounds, movement-based visual effects, player interaction with the water, and underwater camera detection. The clip also showcases a dynamic wind system for vegetation, as well as the appearance of insects to make the environment feel more alive.

Oh this project is really cool. Love to see someone put effort into the ecology and environment in their games. Very rare especially on Roblox. Definitely going to keep an eye out for updates on this, keep up the good work!