Tag: unity

Exo One Kickstarter Update. Jungle Tests, IndieCade and Moar!

September seemed to really zip by, and it was a bit of a scattered month in terms of what I was working on. I spent time on everything from the story to planet tech tests to bug hunting.

Here’s a peek at the Jungle test:

https://twitter.com/JayWeston/status/911215247297355777

Read the whole update on Kickstarter here.

 

 

More PR + Ice Planet Making-Of Video

Planned Tasks

  • Continue through Game to Market eBook and ensure I have a well-rounded plan to take to my consultant. 4 hrs
  • Upload teaser for EXO ONE to Facebook (mostly to see how many views it might generate) 15 mins
  • Begin Planet 2 terrain (replacing placeholder terrain). Possibly film for Youtube. 3 hrs

PR/Marketing

After going off on wayyy too much of a Kickstarter tangent (though not entirely unrelated to EXO ONE’s marketing), I covered some of the following:

  • Communication channels (ie Facebook, email, Twitter, etc)
    • What to post, when, topic ideas
    • Earned vs free coverage options
  • Kickstarter marketing
  • Read a crap load of stuff that took ages.
  • Watched this video:

Which was in this excellent article by IndieWolverine on Kickstarters: http://indiewolverine.com/2016/02/01/video-game-kickstarter-tips/

Planet 2 Terrain

I’m going to try recording a video of this just to see what it’s like, but may not actually share it (will see!).

Here’s some reference for this planet’s terrain:

I’m going to try essentially replacing this water with ice for this cold world. I think long half-pipe like river structures should work well in combination with the fast moving clouds, especially if they mostly somehow orient themselves to match the cloud direction.

River Heightfields

Ok so I spent an hour making a video and it’s not too bad. Pretty slow, and I’m rusty, and mumbly and so on, but that’s what 2x youtube speed is for ya’ll!

Here’s some screens from it, showing the node setup, the resulting heightfield, scene view and in-game. Again, this was only an hour of work, so it has a little way to go still.

MakingOfPlanet2Height01

Above: River heightmap, created using a simple noise texture, but isolating one small strip of grey value and then applying a curve that turns that grey value strip into a river bed cross section.

MakingOfPlanet2Nodes01

Here’s the very simple node network used to create the river, with the cross section I mentioned above.

MakingOfPlanet2Height02

The heightfield, represented as green for low altitude, red for high (which… is kinda backwards…) :)

MakingOfPlanet2Scene01

The heightfield with a muddy/rocky texture, and snow layered over the top to make it more obvious where the river bed is/isn’t.

MakingOfPlanet2InGame

Much more lighting and material work required to make the river stand out properly, but here’s a quick in-game screenshot anyways.

The Videoening

Wow, I’m famous, there I am, on Youtubes! Listen to me mumble! And don’t forget to 2x me!!

Cya next time!

Making Craters for EXO ONE

A crater is perhaps the perfect piece of landscape for EXO ONE to leap in and out of. It can be approached at various angles, has lots of room for error, and is suitably sci-fi and outer space-ey. You can build up a ton of speed if you hit them just right as well.

Below you can see a screenshot of just the crater nodes, which then feeds into the rest of the somewhat vast node network that governs the procedurally generated terrain. This is created using Map Magic by Denis Pahunov @akaWraith which you can grab on the asset store here. Essentially the entire terrain is assembled in this graph fashion. Of course, with EXO ONE I bent reality a bit so that almost everything can be jumped into and out of. Anyway, here’s the nodes + the end result crater:

craterGraphScene

 

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