Pine DevBlog #72 - Posts and Pointing

06-04-2018
Posted in Development Blogs

As mentioned last week, we'll be toning it down on development blog content, but some weeks we'll have some interesting stuff to share nonetheless!

We worked on the Cariblin's village Post: a place where they gather their food and where the village's chief/king/boss/leader/highness can be found nearby. This is one of the first to be finished and ingame.



Each tier is represented in these as well, and they act as landmarks so that you know where to go look for species.



Now that the simulation is running on the island, we've also worked on a few assets that are important for that - one being an alarm bell, one a resource chest, and a few fence assets. These are generic for now - we'll be making them species-specific as we go along, now that the functionality is there.



The fences work per tier, so that we can expand villages and make them smaller based on that.



The Gobbledew had a few more animations done this week too: domestic animations (stuff like giving and taking) and scouting.





The simulation is now really coming together, and we're testing a lot of different reactions that are based on confidence and affinity. Lots of layers, but it's turning out quite fun.

Until next time!

Pine DevBlog #71 - Courses and Cypresses

23-03-2018
Posted in Development Blogs

These past two weeks contained a lot of design work on all kinds of sides, figuring out the last details of the simulation and gameplay loop to make it as solid as possible. This involves dozens of written pages, mockups and plans to ensure the last details are as well-thought out as the rest of the game in the past years.

The Gobbledew's textures are nearly finished! It adds a lot of depth to see the shadows, clothes and feathers detailed as such.



With all types of visual equipment added, it looks at such:



More dune vegetation was also done this week: a new tree (the cypress), bushes and grass. It's getting nice and lush already!





We've also worked on more navigation for the simulational activities, trying to simplify and control where species can move. To that end we worked on navigation graphs to lay out the paths for organisms.



Furthermore, streaming was ironed out a bit more and a lot of Gobbledew domestic animations are making their way towards the engine. Exciting stuff!

Until next time!

Pine DevBlog #70 - Async-loads and Acacias

16-03-2018
Posted in Development Blogs

New week, new blog!

More work was done on the simulation and especially the translation from sim-space to real-space, as mentioned last week - also in accordance with a new, smarter asynchronous loading/streaming system we've built.



There's a lot of popping and don't mind the floating trees here, but at least most of the stuttering is gone and the system can load a lot of assets. We'll work on more smoothly transitioning assets into the screen soon, but we're already happy with this progress - especially on the eye level of the player, not much popping is visible.

The Waddletooth was cleaned up this week - up next is adding whiskers, fur and more texturing!



Some more (bespoke) Gobbledew animations were finished, such as an idle insert overlays (looking around), a death animation and the hit overlay animations!







The Gobbledew houses were finished last week and put ingame including collisions this week, so now we can even run around on them.



The Dry Bay vegetation was also worked on, including this new acacia tree!



Until next time!

Pine DevBlog #69 - Hovers and Houses

09-03-2018
Posted in Development Blogs

Nice week for Pine!

We finished a system that was really important for the simulation (entailing shifting between high-level simulation to observable organisms) and got quite a bit of nice content done, mainly for the Gobbledew again.

For the Gobbledew's combat we're trying a lot of aerial stuff, even though they can't fly - which means they'll hover and kick off a lot. It will hopefully be a very unique style of play!



We're allowing the Gobbledew to mix and match moves with hovering in a few directions for a very short while too.



The Gobbledew houses are now put in Unity, shining on the island!



On the player-side we've been cautiously starting to implement a much-requested feature: a way for players to keep track of things to collect in order to trade or craft something. We call this the list of errands and it's a handy tool under the compass that can be easily expanded, turned on and off.



Next week we'll have some final Gobbledew things to share and hopefully more on the simulation.

Until next time!