Ground Zero releases on April 16th on PC, Xbox S/X and PS5!
A retro survival horror in post-apoc Korea
-Pre-Rendered BGs
-Fixed camera
-Tank+modern controls
-Branching paths
-Extra gamemodes
-Multiple endings
-20+ enemy types
-20+ unlockable guns/costumes
-Achievements
+More!
@gabriel_d_L I'd say you're doing the right thing for now, basically just having "a presence", and dropping some neat hints without spoiling anything. I'd say keep at it, but don't over-complicate it.
Hey Trepangers, thanks so much for the love and support over the years, it means a lot to us <3
We're moving on and working on the next thing... Watch the video for more details.
https://t.co/RZzm9pKkKA
@FrogmanDev Yeah, some of it's pretty crazy- like the umbra/ penumbra gradients even😅
If it's all done by hand, that's some serious dedication. I do know they use lightmaps for most of it, but these key locations really stand out!
I completely forgot to post this over here!
Me and @wilsoncIndieDev did an interview with Tommy Thompson @AIandGames a few months back, and the video went up two or so weeks ago.
If you haven't seen it yet, go check it out! We also talk about other things regarding the development of Trepang², not just the AI!
#indiedev #gamedev
https://t.co/CacDZ8sgiS
One thing I'm pretty excited about is how well I've seemingly been able to push the compression whilst maintaining quality.
Our sample animation is a ~1 second clip of a walk cycle, that uncompressed sits at ~700kb. It's not a perfect example asset, but it's what I got on hand atm.
Using Unity's built in method, with some bumped settings for the rotation quality, and slightly reduced translation quality, the resulting animation clip lands at ~160kb.
On the same animation, using the current "high quality" preset- we can get a pretty stable and decent looking sequence with a resulting size of ~11.2kb!
Of course we can push it a bit further if we need to, but then we'd definitely start getting some jitters that'd be too much without some IK on top. And of course we can also push Unity's compression a lot more, but it tends to go pretty hard on the translation results, and things start to feel pretty floaty if you're too aggressive.
But still, compressing something down to about 1.5% the original size with decent results is a pretty satisfying to do! I'm definitely gonna be spending more time tweaking the various settings of the compression profiles moving forwards too, maybe even some "contextual" ones.
#gamedev #unity3d #animation
I've been working on a custom animation system in @unity for a couple months now, and thought I'd show off a bit of the progress!
The system focuses on enabling modularity and "complex" compositing of animation data in an easy to use (and extend) package.
I just need to prefice this with that this is all "a learning project" for me, and that I'm doing this mainly to just do something really hard and then learn from the process.
That being said, so far- it includes:
- A proprietary format & compression algorithm
- Burst accelerated sampling & compositing
- Graph (node) editor
- Animation asset editor
- Custom IK solution
- Advanced component/ mesh-space blending
- "Montage" slot-style "one-offs"
- Blend spaces
- Additives (yes, mesh-space additive too)
- Animation event system
- Runtime parameters (Controlling node data)
- Blend profiles (Blend by bone, etc)
- Compression profiles
And quite a few more neat functions and tools that allows for some pretty powerful authoring of animation inside of the Unity engine! I need to stress that you're able to do pretty much anything you want with the bone data at runtime (Or during compression/ offline for that matter).
Now, what I really wanted was to hear the reaction, especially from the #unity3d community about even just the idea of something like this. Has anyone else felt the need for tools like these inside of Unity engine, or has it just been me thinking about this for the past decade or so?
Let me know what you think! Please try not to mind the state of the UI too much 🙏
I'll probably be posting more frequently, so feel free to follow along if you're interested in this sort of stuff!
(The video features a mesh-space "aim-offset" being applied to a walk cycle)
#gamedev #IndieGameDev
@MinskWorks If you're looking at FC2, don't miss the opportunity to also implement a similar map mechanic whilst driving! It felt so natural and seamless being able to look down to view the map, but not lose control of your string :)
CALL YOUR LAWYER, DOCTOR, PODIATRIST, MOM, UNCLE, DELIVERY DRIVER, FAVORITE PIZZA PLACE, THE MANAGER OF THE NEAREST BODEGA, MAILMAN, SCIENTIST, POLICEMAN, AND HIGH SCHOOL CHEMISTRY TEACHER TO LET THEM KNOW THAT EDF6 RELEASES…
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