more...10 hours and then timed out :)
Ran out of time and only managed to find 10 hours in total half of which was today.
A procedural island with a custom day/night cycle with the space to turn it into a full yearly cycle with correct angles. A star field that I have no idea if it's correct (it claims to be) but I need to make it wobble correctly (23 degrees seems extreme to me I need to do some reading).
Right now all the seeds are set to zero so I get the same results each time but the island is generated from a Substance Designer material so everything is customisable at runtime.
I wanted to add weather, an abandoned farming/fishing village, dry stone walls, paths, fauna and flora but I just didn't have the time.
I can't release it to the jam properly because I'm just using a very expensive 4G connection until next week after finding myself between broadband providers but this has given me the base of a game I've had in mind for 3 or 4 years. A survival game different to all the other ones on the market :) I know we've all heard it before but this will return over the next few months as the first alpha release of something a bit bigger.
Well done to everyone who has taken part in #7dfps and I hope everyone came out of it feeling good, if not come back next year and try something completely different.
more...Still less than 5 hours
Still no time to do anything. Still not stressing about it and enjoying the little increments that normally you don't sit back and think of as anything special.
I didn't have the lighting set up in the last video but this one shows how I want the lighting to be when I implement my day/night/year cycle and weather engine. Or it would if it wasn't such a terrible video. Time to find my proper Fraps key out or get one of the other dozen capture things I've bought over the years working nicely with Youtube again.
more...4 1/2 hours in
Not a lot of progress. I just added the right textures to the splatmap code, turned the fogging on and added a blank sky dome for my custom day/night/season code that isn't written yet (and probably won't be during the jam). I have sped up the speed of the day/night cycle pulled from the unify wiki to show off the procedural landmass a little better.
Wish I'd got more time but in a way I'm glad I haven't because these little patches of time I can steal away during time I'd normally procrastinate have focused me without building up my expectations.
I know I can do loads in a small amount of time I just wish I could work 100 hours in a week and get 100x that productivity and that's not ever going to happen ;)
more...Now up to four hours
I've now managed to find four hours this jam to work on something and I wasted 45 mins of the last hour messing around with a laplacian on my terrain only to replace it with a simple average which worked just as well. Sometimes the simple things are the best. :)
more...Managed 3 hours so far this Jam :)
Managed 3 hours so far this jam :) Time is tight but I only planned a walking around an island simulator as a base for a future game anyway so not too stressed.
I've got parents evenings tonight and tomorrow night and Friday off work!!!! but too busy to get anything done so at best I'll just have a version of this with better splat maps but unlike many other jams I didn't expect to get much more than that done anyway so I'm completely not disappointed :)
At work I've written some amazing code that has paid the bills and spent some quality time with the family when they needed me now if only I had a time machine so I could write my own games again like the old days. ;)
Combining #7DFPS with #ProcGen.
Busy at work, got family commitments, lots of DIY on TODO list and due to changing provider I'm without wired internet and relying on 4G and 3G connections. Combined with the weather really making my arthritis painful it should be interesting week :)
Unlike last #7DFPS where I created something rather odd this one is going to be far more traditional. Also pretty sure this will be my first game release since last #7DFPS since leaving the industry and getting a job writing none-game code.
Basically it's a walk around a procedurally generated island. That's it a walking simulator. Everybody loves walking simulators.
I've got big plans for this game (actually a game and a serious game using the same engine) but the first step is creating an island with as many procedural features as possible and that is the aim for the pair of jams.
I should have an island by the end of the day and some features of a semi-inhabited environment by the end of the week. I'd like paths, trackways, hedges, farm buildings and a village along with weather and day/night cycle but to be honest I'd be happy to have something that creates something that could exist in real life.
First thing this morning I managed to get Substance Designer to create something I'm going to use as a height map. Now I just need to get Unity to allow me to use that data in the game and hook up the customisable bits up to turn it into a real time procedural terrain.
Next I'll hook up some Voronoi cells and use that to generate fields, paths, trackways ect. that will form the core of the work for the rest of the week as everything else is dependent on the Voronoi diagram for it's positioning.