Working on a new course. Just got back from Florida and the everglades… rode on an airboat, saw some gators, ate a frog leg. Ready to make a swamp course.
OK- I am 1/2 way through making courses. The release goal is 8. I have 4. I am really honing my techniques. Maybe someday I’ll be a pro-golf course designer…lol. Using some cool LOD techniques now and post-processing to give a more vivid look. The wind is working on trees and plants. And, I have birds and butterflies to start the wildlife.
I’ve done so much since my last post. I even have a multiplayer mode that works. Need to tweak it, but multiplayer will be offered. THIS IS HUGE. Took me almost two months of coding because I didn’t have a clue about multiplayer. But it WORKS!
Yuck – the color pallette without post-processing. OMG – that mini-map was such a pain, but, I figured it out. There is a lot of shader-magic going on here. And the above shot is from a play-test where I finally got it all working,
I find myself hitting the ball and then just watching the action on the camera and mini-map. So fun.
Then above is just a little taste of the hats that can be won and worn by your player. And yes you can show off your swag in multiplayer mode. Also- a little screenshot of my new Japanese maples in full wind and leaf glory. Sweet. Had to learn some 3-D max for the trees, but hey… what’re another 2 weeks?
And last, I just wanted to show what my course meshes look like, and above you can see the mesh in the game. OK… Gotta grind.
Started making a Golf-Game using a lot of the same code. Why, because I never finish anything -lol. Nah, because I need a change of pace.
Finished the new UI system and it works… I decided to use the 2019 version since I was doing a complete rebuild and I’m glad I did. I couldn’t make a build on the old 2018 platform and I probably should have just made my own UI from the get go. Now, I am transferring over the environments and reducing draw calls to make the performance better for VR. It is going very well. I am looking forward to being able to transfer to an LTS version soon.
I am days away from making levels, only. .. hooray. The build times seem to be short and the load times seem small too. I have the audio from levels put into a singleton (it doesn’t die on load) – And that is great. Had problems with multiple singleton creation and now… no probs.
Now I am stepping into the arena with post processing to make the game look prettier. No new game footage to show yet, to the unknowing, it looks very similar. But, the old way was so buggy. Now no bugs. I know that the future will have little bugs and tweaks, bring it on.
I decided to scrap the system that running the game scores and menus. I was using an asset called game framework , but I modded the heck out of it and it was always giving me problems. I’m glad to say that I am 75% done with its replacement. It’s so much simpler, looks similar, does more things that I need in my game and it works and it is hard to break. I am currently working on the “cheat” system for testing so that I can, in VR, change the game parameters and fix any problems.
Looking back, I probably spent 3-4 months of dev time modding the game framework asset. I thought it would be the way to go, because I plan to make an android/ios version later and this asset was designed with mobile in mind. Anyway, I am glad that I am making my own custom solution. And, at least I learned a lot.
In other news, I have merged the new audio tracts into the game and I working on an audio system that allows dynamic controls of ambiance, fx, music, and menu sound levels. Sometimes, I think that I really didn’t have to do so much and could keep it so much simpler…but I like that the game feels like a complete experience with a story and real graphics and all the goodies.
Also, the logos of the worlds / jobs are in place. And… the mystery of the transition between scenes has been solved. And… my dev notes are updated to include the new game system. Now back to coding.
So – I upgraded to the newest version of Unity…only to find out that I didn’t need to. As a matter of fact…it screwed up an important part of my game. The transition between levels no longer works. So I tried to fix it, but then decided to go back to the old version. And I found out that the old version is supported by Oculus…. OMG what a mess.
Above is Gina…she’s so pretty with that cig and blue eye-shadow and dancing and stuff. She may be Bubby’s granddaughter…hmm.
Besides fixing stupid bugs caused by my version change, I have been doing a lot of photoshop and texture compression. Fixing my menu system, naming each level, making icons, and adding sounds. Oh- and I built a whole intro and and short tutorial.
The game has a short little story too. Basically, a flying genie lamp finds you. And out pops a purple redneck guy named Bubby. Seems he is a collector of rare ashtrays, and has been trapped in the genie’s lamp because he accidentally used it as an ashtray. Not too good! But the genie has agreed to release him if he can get someone to beat the his puzzles that all have to do with disposing of a lit cig during work at dangerous places. So, Bubby gives you a magic cig and agrees to act as your guide throughout your game…Win the levels, and take back Bubby’s ashtray collection from the genie. Once all trays are returned, Bubby will be set free…
Now let’s build those levels.
I don’t know how I found one, but I now own an Oculus Quest. It’s nice…
Now I screwed myself up a bit, because my project is written using the 2018 (but still updated) version of Unity and the Quest needs 2019. Well crap…
So, I’ve been trying to get around the hundreds of errors when trying to port the f’er from 2018 to 2019. I WILL FIGURE THIS SHIT OUT !!!
Anyway, the last week was spent on Vacation, away from all things computer. That was a bad choice because most things were shut down because of the crazy virus problem in the US. Well, the beaches were packed, but no alcohol, and the eateries were barely open. So, I would have had time to code…oh well.
I have been spending time on building news things, fixing mesh problems and getting the draw calls down (Making it perform better). Kind of boring and tedious, but its gotta be done. Like every sign and poster in the game now has its own 3 dimension model and all the textures are combined into a common material. Woot for me.
I finished my fantastic magnet drone that picks up a metal things and will be a great puzzle addition. Also made some new holes in wall meshes to add dimension and depth for bucket hiding. Oh, I made a swivel chair that reacts to being hit and spins around with the bucket on it. And the whole computer lab area had been redone with sounds and randomized lights and goodies. And, while I’m on a poopy rant, I made an outhouse that explodes.
Shoot, I forgot the big thing I DID…duh. The game is now ambidextrous, you can use both hands. So cool. So now you not only can use both, you can switch hands. No doodie. And now the props track the hand being used, because I made a new script… Still, got some polishing, but the lefties will be happy. Also it adds to the puzzles, Like, grab a snail gun, throw a cig to a holder orb, teleport while holding the gun….Then, grab the cig, shoot a thing blocking the bucket, throw cig in and win.
More pics and videos coming super soon.
I know I owe this page a couple of videos, and they are coming soon. I just finished some more cool stuff. The teleporter is so good now. I made some legs that show you where you’re going to end up, and it works so well. No motion problems at all. I decided to go with a pulsing sphere holder thing that you can toss your cig into and then teleport to the cig to throw it again. Then the holder thing worked so well, I incorporated it into the game in other ways.
Did someone mention a dump truck? Well, I did. The RC dump truck drives around and you can start or stop it by hitting the remote. It can carry anything and make some great puzzle situations.
The pic above is a rough draft promo poster thing. The video (coming soon) shows off the new teleportation system and also; a jade elephant that adds seconds to the timer, a piggy bank that gives you a coin for the soda machine, some new switches, a stuffed bear cannon, and a purple fish that hides in the bucket.
Now I am working on a electromagnet thing that will hang from a chain on a track when indoors and hang from a drone flying along a path when outside. The energized magnet can pick up / drop metal boxes, car hoods, and other metal objects (like sodas) and stuff… The check marks in my notebook have grown substantially… I think I’m about 75% or more done with the core game. I like everything, so far, but I keep getting caught up in details and making things better. Gotta stay focused.
I finally got approved by good folks at Steam and can start building my launch website. There are lots of things to learn and play with.
On the game-side, I made the snail gun fully functional, added a vending machine that dispenses explosive sodas, added some bank sucker tubes, a working paint can powered skateboard, hovering platforms and spring boxes. Getting the kinks out of all of the goodies working together. The little laboratory testing areas that I have made have had some unexpected interactions and have given me some more puzzle ideas.
I could make this thing super difficult, but I want to be fair to everyone. I may add some expert puzzles later. Oh, and I started work on the teleporter – right now you put your hand on a scanner and it counts downs and brings you to the next platform. I think I will change it or make another version where flicking the cig teleports you, so you can catch it and toss it again. Thinking about using a dash-like teleport to move the player thru certain stars. Like a people mover.
All in all, it’s looking good. I can ‘t wait to actually build the puzzles. So close now. Below is a new video showing off some more interactions, the snail gun, and the coin and big pop fizee vending machine, and the shaking can mechanic in action.
OK -So I had this idea… a snail gun. But why would you shoot a snail? Well, the snail is the “bullet” – it is the shell when fired, but sticks to things…like areas around buttons. That allows players to activate far away buttons and to also use the snail gun to knock over or destroy other things. It works so well. And, its super cute. My weekend was spent making the whole thing and programming. It was a good time. Say hello to the only “weapon” in the game.
Now I have a few more things to make and then it’s puzzle creation time. I saved that part for last because it will be my favorite part. I have to do some scene optimization first. It will be an ass pain. But, it’s gotta be done. Trying to reduce the draw calls significantly.
And here is another “enemy” of the cigarette.
Now I’m off to make a soda grenade. Of course…because you know what that does… Well, neither do I…yet. But it looks so good. Gotta find a use. So far, throw a coin into the machine, it shakes and tosses a can back at you. You catch it and now you have a fully functional soda grenade. Very messy and non-flammable. Hmm…
And a bonus one for the heck of it.