Using Blender for good and rendering out spritesheets for pickups using ParticleEmitters rather than having 3D models that rotate/bob every frame - much better for performance!
Stress test using ~2,000 of them
Using Blender for good and rendering out spritesheets for pickups using ParticleEmitters rather than having 3D models that rotate/bob every frame - much better for performance!
Stress test using ~2,000 of them
Working on a rendering system with dynamic highlights. Ignore the bad quality, I used the studio’s in-house recording system.
*by dynamic I mean that the highlights change depending on what you can see in the map. So far, my computer hasn’t crashed…
Edit: extra stuff video of dynamic highlights
fellas, I have too much power.
much better than the next gen garbage they’re rolling out soon
Recreated part of the combat system from the Wii game MadWorld in a few days.
On the Wii you had to move the remote to perform different actions. Here you can do the same by holding RMB and moving the mouse.
Reminds me of the classic Survival 101 / 303 game series by Davidii wayy back in the day. It has a charming simplicity that is reminiscent of retro Roblox builds! (although with more detail and polish )
twitter embeds dont work which really grinds my gears…
Diasdeldaym Region PI
Non-Combative Biochemical Response Unit
I still work on this!
Today I was motivated enough to code a system similar to the UE4 level sequencer, because they can deliver the smoothest and best cutscenes or general events that occur within a scene.
This lets you basically put events, change parts of the scene and so much more, this has a serverside layer too where the server can perform changes and the clients do animations and such.
I like the build design in the background!
I love it! Keep up the good work! I WANT TO PLAY THE GAME LOL
It’s… so clean!!! I love how Triple A it looks!!
just wanna hug him
Werryyyyy naaiceee!!! I love it
It’s time for another update on Drifting Away 2 's development!
We have been hard at work designing and implementing features.
It’s been a while since the last post, as we have been quite busy.
So. Let’s get to the point.
First up, the map.
We have redesigned the temporary map, to keep it consistent with what we have in mind for the game.
Sorry for the bad camera angles I took them ingame so I couldn’t position my camera very well.
I’ve attached a few screenshots below.
This is definitely not final, but at least it is a little more polished!
Next on the list, I have “Shop system”.
We have made a system for claiming ownership of an item (In exchange for scrip). This is also known as “buying something” in normal English.
See below video for an example.
We have also set up an object registry system.
The object registry system allows us to make new items and structures easily. It already has support for planned features, such as item boxes and structure materials.
The below video showcases different clay types, which make use of the registry. :
And a building system!
The Building system is part of the (Spoiler for next section!) Plot system.
The Building system allows you to place structures on a buildable plot. You are also able to rotate the structures!
Last, but certainly not least, the Plot system. (My personal favorite!
)
The plot system is “super ultra mega cool”. It was very fun to implement and it works well. You can place structures and items on plots and they save!
You can save, load, and unload plots. The system also keeps track of who owns a plot, and which plot a player owns. The plot only saves the owner’s items.
I think I’m done writing this WAYWOC log now. I hope I haven’t missed anything!
Between the thinking, recording, screenshotting, snacking, and typing (and deciding on which emojis to use ) it actually took me quite a while to write this post.
Please tell me if I have missed/forgotten anything.
If this post / the game interests you, please give the post a heart . It gives us a little insight into how many people actually enjoy reading these.
Thank you very much for reading the post!
~ CannedWither
I’ve recently updated my module with a lot more features (Non-access specifiers such as final and abstract, strict methods, better auto-type complete) and more! (Even has Wally support now for Rojo based workflows)