Weekly Update #16 - 【Relaxation】

Published October 15, 2018
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Last week, there was a lot of thinking going on...

There's still is least one new room plus many different refactoring.

The Spa

Firstly, there's a new room: the spa.

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This is a relaxing and zen room filled with classical Vaporwave aesthetics.

image.thumb.png.7f0ec7b200902ce18e314addf1cedb5a.png image.thumb.png.ac08c4112f8b345810a6c154f629e053.png image.thumb.png.953024f14b799056d1154e236c749052.png image.thumb.png.9ed36f1f1b975cc2abac588daaac9be2.png

I've based it on really generic Vaporwave images around the internet.

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The gist is that the player can cure its status effect by interacting with either massage table in the back.

You may or may not have seen the fountain in the middle of the room. Its water is purely refractive with a solid, almost emissive colour when perpendicularly facing its surface (like some kind of Fresnel).

image.png.9a5e7b97cb93aed24189bc47014b38c2.png

This shader is part of Unity's Standard Asset, so it wasn't a hassle to get it up and running.

The water is also being used in the restroom's toilet.

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There might be other places where it might pop up in future rooms.

Minor Changes

  • I've modelled and imported a generic spherical light that makes lighting a tad more tangible and credible.
    image.png.50f2188445212c748bfd5540c46c1c69.png
  • Most lights are now coloured using blackbody colour temperatures, adding a little bit more reality to most rooms.
  • Changed the palette texture.
    • Colours are now more distinct from each other and more contrasting for at least the default palette.
      • This is due to some feedback saying that the palette was too much pink...
  • Changed how most solid colours meshes are being rendered so that they rely more on the palette texture.
  • Made the palette initializing run within the Unity Editor.
    • Now there's no need to run the game only to look how models are shown.
    • This really speeds up room designs and model previews, mainly because I previously needed to compile the game and regenerate the levels until the wanted room was generated.
  • Refactored the RNG.
    • Now each level has its own isolated RNG state
      • This means that actions taken in one level won't influence the next one anymore.
      • This also means that a given seed at a given chance (or luck if you fancy) stat will always produce the same level with the same loot.
      • There's still some tweaking to do, but overall the isolated RNG system is in place.
  • Many bugs were corrected, particularly with shaders.

Next Week

Most significant rooms are now in the game. There are still some minor rooms left, but these can wait: those might not even make it into the game so my energy could be better used on more critical stuff.

Right now, normal rooms are in dire need of polish. Like in The Binding of Isaac, there will be different types of regular rooms. Each room would have different types of decoration in them. For example, some might have loads of rocks while others won't. There are currently only two placeholders kind of regular room... I do not know how many kinds of disposition there'll be: all of this needs research, sketches and design...

There's a lot of work ahead.

The good news is that heavy modelling is momentarily stopped.

The following week will be fundamentally a coding one...

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Comments

Rutin

Awesome work so far!

October 15, 2018 11:59 PM
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