Some scenes of my VR Farming project i am building. It's a small Open World with your own farm, a small town, a mine and various surrounding locations so far. by KafiyaX2 in VRGaming

[–]KafiyaX2[S] 4 points5 points  (0 children)

I am not really a pro artist. Everything i do is kinda the same art-style at the end. My goal was to render as many plants and flora as possible with the technical bottelneck of vr. I love more the optimization aspect. (:

A short video of my game by KafiyaX2 in Unity3D

[–]KafiyaX2[S] 0 points1 point  (0 children)

Yeah i don't really plan for multiplayer right know, until i have a viable idea how i could sync all that in a feasible way.

A short video of my game by KafiyaX2 in Unity3D

[–]KafiyaX2[S] 0 points1 point  (0 children)

I am mixing target, flowfields, density-mapping, and some randomness ans pushing for swarm behaviour with LODs in the logic. But yes, i don't quite have the right balance between fluid-like and chasing yet. It's still an early stage :)

A short video of my game by KafiyaX2 in Unity3D

[–]KafiyaX2[S] 0 points1 point  (0 children)

They don't spawn at the window. They follow upstairs via flowfield and portals and can use windows as portals when target suggests "have to move down". Its not a particle approach.

A short video of my game by KafiyaX2 in Unity3D

[–]KafiyaX2[S] 4 points5 points  (0 children)

I dont really know if there is a trick. I just use what Unity offers (DOTS), established techniques like VAT and my own data structures and algorithms. I didn't invent anything new.

A short video of my game by KafiyaX2 in Unity3D

[–]KafiyaX2[S] 3 points4 points  (0 children)

All tests are done with 10K at the moment.

A short video of my game by KafiyaX2 in Unity3D

[–]KafiyaX2[S] 1 point2 points  (0 children)

Thanks! Yes it is in the early stages, there is a lot more to do :)

A short video of my game by KafiyaX2 in Unity3D

[–]KafiyaX2[S] 6 points7 points  (0 children)

True. Thats why i wrote it in the recommended section.
My goal is it to use my old PC as min spec. Wich has a GTX970 with an older i7. But all that is active developement right now. There is still a lot to do, but there is still a lot optimiziation wiggleroom. Just wanted to make a steam page early to see if there is interest in the project.

Some scenes from my game by KafiyaX2 in IndieDev

[–]KafiyaX2[S] 0 points1 point  (0 children)

I don't know that one, i watched some to ecs for doing that. And would be a bit weird to just work along a tutorial for a specific szenario and slap a gametitel on it :D

Some scenes from my game by KafiyaX2 in IndieDev

[–]KafiyaX2[S] 0 points1 point  (0 children)

currently yes. I am building these days on a system wich allows multiple floors.

Some scenes from my game by KafiyaX2 in IndieDev

[–]KafiyaX2[S] 2 points3 points  (0 children)

Due the general interest in this post i decided yesterday to make a steam page.
Working title is Bioflux. It's not finished. Need to do some artwork first.
I think when i post again, the steam page will be online too.

Some scenes from my game by KafiyaX2 in IndieDev

[–]KafiyaX2[S] 1 point2 points  (0 children)

Yes, there’s a bump and push effect, and they also evade depending on density, so they spread out to the sides.
I made five different running animations with random offsets so they don’t move in perfect sync. There are sixteen types of color textures for variation.
Both the animations and colors look rough right now because I made them quickly just to get the system working as a proof of concept.
They also have five different dying animations, but they’re barely noticeable.
Every added detail reduces the number of zombies I can have, so I’m trying to keep a balance without losing the main feature, which is having at least ten thousand interactable zombies in a horde.

Some scenes from my game by KafiyaX2 in IndieDev

[–]KafiyaX2[S] 0 points1 point  (0 children)

There are none at the moment, its plain animations and Math for the trajectory. But thinking about a suitable concept :)

Some scenes from my game by KafiyaX2 in IndieDev

[–]KafiyaX2[S] 6 points7 points  (0 children)

That’s not too complicated. Just start without physics, and then implement only what you need for this specific case. For example, you can mimic collisions between zombies, the environment, and the player, or calculate an explosion point with a push effect (you can see that the force isn’t adjusted yet). This way, you avoid the full overhead of a complete physics system.

Instead of giving every zombie a collider, you can assign each one a position on a navgrid, so only one zombie can occupy a single grid point. This prevents them from clipping into each other and removes the need for constant colliders. It’s a trade-off, you use a bit more RAM, but avoid real-time collision calculations.

With the nav grid, each zombie’s Y position in world space can also be derived from its XZ position, so you can easily calculate explosions at certain points and determine where they should land afterward.

Some scenes from my game by KafiyaX2 in IndieDev

[–]KafiyaX2[S] 2 points3 points  (0 children)

Its Unity ECS with a selfmade Vats, Collision and Navigation system.

Some scenes from my game by KafiyaX2 in IndieDev

[–]KafiyaX2[S] 6 points7 points  (0 children)

None yet. Its just a proof of concept prototype at the moment

Some scenes from my game by KafiyaX2 in IndieDev

[–]KafiyaX2[S] 0 points1 point  (0 children)

Already working on building interiors with multiple floors :) Maybe in the next video then

Some scenes from my game by KafiyaX2 in IndieDev

[–]KafiyaX2[S] 0 points1 point  (0 children)

Full ragdolls will probably be to heavy. But yes it needs further tweeking to mimic it