As you may know, Jona joined an Artstation challenge and after some pleading, I allowed him to put me into the post.
JMost of my time this week has been spent on lecturing University students at Uppsala University on shaders, post-effects and over all lighting inside of Unity. However, before I went off to do this I managed to finish up my submission to the Artstation Transport Contest.
This also doubles as our first pre-alpha graphics screenshot and is the level of graphical fidelity we’ll be aiming at for all areas of the finished game!
If you’re interested there are some WIP shots on the challenge page as well as in the earlier recaps, here’s a wireframe for those interested as well!
As you can see the grass is rather extremely tightly packed and using an expensive SpeedTree shader, despite all this, it’s still a pretty light scene discounting the 1.9million verts/tris.
Optimizing is for another day, now we have a goal in mind!
L Today when writing my racap of last week I’m in agony, a sudden and not so very nice case of torticollis is making my day rather difficult.
Some people call it karma. What have I, a humble super awesome coder done to deserve this you might ask? Well I’ve only managed to put in a days work on Eco Tales last week.
My focus area at the time is AI, so I’m building a list of tasks different NPCs will be able to perform before building the actual behavior tree that will bring them to life, starting out with the basic and most common tasks like patrol, follow and so on hoping to start of with a rather primitive AI to fight against.