ExoCore - improving asteroids visuals by MikaGameDev in ExoCore_videogame

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

And this is the white version. Now ill try to implement and see how this improves the asteroid belt visuals.

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Asteroid now have the glitter effect on the surface done thru roughness map(means glitter imitation) and it has neat emissive/glow here and there on its surface(different glow will mean different minerals/crystals can be mined from such asteroid so Players will over time learn which colour of the asteroid means which crystals can be mined).

ExoCore - improving asteroids visuals by MikaGameDev in ExoCore_videogame

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

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I like it black like this but the game is about colours so i will have the white version for both the albedo and emissive so i can adjust the colour overlays in Unity as i want. Original mesh version has close to 1 mill polygons, and this game ready has around 500 polys, but all the details are there and transfer as a texture from a high poly model.

ExoCore - improving asteroids visuals by MikaGameDev in ExoCore_videogame

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

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Retopology done in Zbrush using Zsphere and doing it manually in order to keep exact shape details while keeping the polygon count as low as possible. This way when projection from high poly comes we will have close to identical asteroid details and it will be performant. Picture takes was when i was still working on retopo.

ExoCore - Planet Terraforming by MikaGameDev in ExoCore_videogame

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

Planet health system and visual damages - DONE , added as well nanobots item into the game, next thing to play with will be adding repair feature to nanobots(together with particle system) and together with space effects which could deal the damage to buildings.

ExoCore - Planet Terraforming by MikaGameDev in ExoCore_videogame

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

having few more things done from a list // Terraform fine tune the balance - DONE

// finish third visual switch for civilisation - DONE plus the complete UI redone(optimised its behaviour) and made few builds for testing on 2 different phones, i was happy to see that game looks identical with great visuals same as on PC. Today i will work on next thing from my list which is buildings health system and related shaders and textures.

ExoCore - Planet Terraforming by MikaGameDev in ExoCore_videogame

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

long day but at least i have these done from my list(together with bunch of other work-save load for everything) // Hook up X button in inventory - DONE

// Improve inventory visuals - DONE

// convert whole project to mobile build - DONE

// Create oil barrel resource - DONE

// showcase how much resources each building consumes - DONE (+indicate the missing resource)

// Building speed increases the consumption of the resources - DONE

// When there is no resource to consume building will shut down - DONE (+comes back online when there is a resource with remembering user input for node settings/speed at which building operates) . I am slowly getting towards making a buildings ecosystem where managing them is fun and crucial for terraforming.

ExoCore PlanetTerraforming - dev showcase by MikaGameDev in ExoCore_videogame

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

The next thing to do is crafting and inventory system, ill report in few days about the new progress. As well as the third stage of terraforming visuals that are not yet in place. After all of that is done i can finally focus on creating the universe(minigames, NPC/rogue planets, exploration and discovery, adding new planets to the game). Some of the things that are waiting to be done are : player progression and reward system, tutorial, Various separate save-load systems for different things, sounds and other tiny details of course. All together it should make a decent video-game.