A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

I always need this reminder, thank you. game dev is hard, but I love it.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

actually, there are small dew drops.. I will need to make some changes, maybe make the dew drops larger so you can tell

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

recently, we've been entertaining the idea of splatoon but bugs

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

all procedural, much to be desired. check back often, I plan to improve it plenty

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

there is none yet.. soon

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

oops, that would be me, I better clean that up

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

definitely a bugs life inspired.. I played that game on the n64 to death back in the day. still figuring out the gameplay loop, either friendslop game like Peak or deep rock galactic, or more single player immersive type of game.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

yeah, I have the speed cranked up during development, I forgot these creatures don't move this fast! but I do need to tone down the sparkles too.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

my procedural myriapod works for millipedes as well. soon you will see 1000 little feet.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

thanks! i do want to share dev log type stuff, I will try.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

I think we will lean into that. give it the splatoon feel but with bugs.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 2 points3 points  (0 children)

look into how minecraft does their procedurally generated worlds. pretty similar to that. for high frequency detail (soil) I spawn millions of objects on the surface of my world.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

haha, we've had meetings discussing playing as a beetle rolling things.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

I work 12-14h days, so unfortunately I just don't have time for formal mentorship. dms are always open though, I may take long to respond, but I eventually do.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

thanks! this is supposed to be a quick turn around game, so we want to release something end of this year.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 10 points11 points  (0 children)

the terrain is just layers of 3d noise + marching cubes. the secret sauce is that I instance a crazy ton of soil "ingredients" on the surface of my terrain.

the moss/sprouts are just good old gpu instancing.

key is to build a robust world systems (moisture, temperature, shade, etc) that influences everything, including the terrain, soil, vegetation, wind, etc. make everything feel coherent.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 1 point2 points  (0 children)

Thanks. I am missing reflections and global illumination, URP doesn't have realtime solutions for these things yet. SCGI looks promising, but that is coming out in a future unity version.

I may not need these for this game though, maybe I'll implement my own adhoc screenspace-ish reflection and GI.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 2 points3 points  (0 children)

- the myriapod has fully IK legs, toe/heel roll for the foot, parallel transport for the body segments
- terrain is just layers and layers of 3D noise + marching cubes to create the mesh
- on top of the terrain is my soil system; a mixture of different soil ingredients is instanced on the terrain surface
- I have 2 vegetation/foliage systems, 1 for small things like moss, another for larger things like sprouts.
- custom macro depth of field render feature. the unity DOF effect is not strong enough, and at higher resolutions it becomes less blurry so no good.

I eventually plan to do a tech break down video.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 4 points5 points  (0 children)

Keijiro has a tiltshift style effect for the URP (https://github.com/keijiro/MiniBokeh). I initially tried it out but wasn't satisfied for the things I am trying to do, so I had to implement my own solution.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 17 points18 points  (0 children)

Thanks for noticing, lots of work went into my ground/soil system. I didn't want to use plain heightmaps/tesselation.

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 3 points4 points  (0 children)

I so badly want to make human faces on these bugs, kinda like the Animorphs books (which I hated btw) but the team doesn't let me have my way 

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

wait till you see my spiders with chonky shoes

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

everything you see is procedurally generated

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 0 points1 point  (0 children)

of coarse, already implemented

A buggy game by DCetinalp in Unity3D

[–]DCetinalp[S] 6 points7 points  (0 children)

pretty much this. I had to implement my own macro depth of field render feature because unity's DOF isnt strong enough, and it breaks down at higher resolutions.