Devlog 3: Expanding Horizons
Welcome back to the third installment of Armadahex Devlogs! This past week + spring break has been very eventful, with a lot of technical things being completed. Those technical details will be explained at the end.
But first we must start off with a big problem: Buoyancy. In order for all of our ships to float, we must get the mesh wave displacement from the GPU shader. But here lies the problem, retrieving data from the GPU is a significant bottleneck. So, after some research and discussion, Kyle and I decided the only way to have floating ships is to recreate the wave logic on the CPU at a lower precision. This is unfortunate because it will take some time, but is necessary.
On the bright side, we found a great website with many free textures, which we can use for the terrain. The textures are very large (4k) with corresponding normal, AO, and displacement maps. Using them at full resolution will certainly increase the size of the game, so we might have to look into downscaling.
Our professor, Paul Engin, also helped out by baking the textures of the free ship model we found earlier, and also separating it's turret so it can be controlled in-game. Hopefully we won't have to do this for every ship.
Juniper again this week created another awesome menu music piece. This will be the last of the menu music, and from now on, all we need is a victory/game over jingle and perhaps a layered endgame soundtrack.
Jeremy Dale continued to help out with sound design by finding a few more sound clips to be used in-game. Additionally, I found out a way to generate realistic morse code sounds, so they can be unique.
In the last Devlog, Justin provided some sample voice lines. He's currently recording some final voice clips now, but here is the list he's working on. It's quite long, but will hopefully help out with the game's immersion. The list also contains suggested tones.
A lot of progress was made in the menus and menu networking. Pretty much all the networking is done except for profile picture changes and global chat. Additionally, the multiplayer game mode select menu is done. Some more work needs to be done visually, but this is a good start.
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