Hello fellow martians, Once again, there is a s*it ton of stuff to cover, but I don’t want to spam your mailboxes weekly, so I kind of wait for it to pile up. Well, it piled up. To make things easier to understand, let’s divide the entire development process into two sections: – Proof of… Continue reading 13. Entering phase two!
12. Spawning, 3D printer, Cables, soundtracks and more…
Hello and welcome to the latest blog post. I know last time I said it’s the biggest update…but now…things will get crazy. The truth is that the more time I spend developing new features, the lest time I get to spend talking about them. I mean, I can only do so much in 24 hours… Continue reading 12. Spawning, 3D printer, Cables, soundtracks and more…
11. The biggest update to date.
Hello everyone! Its been a while, so this will be a huge update. Starting chronologically I should say that the amount of optimizations I did is crazy. FPS were squeezed from everything! Occlusion culling with a lot of custom elements, LOD’s, loading/unloading sectors of the map that are not visible (On top of o.c.), greatly… Continue reading 11. The biggest update to date.
10. A ton of 3D modeling
In this post I will showcase the recent 3D models and textures I made along with some explanations of what they will do in game. Starting with the Tesla battery… The original tesla battery modules are while, but I really like how that aged red metal worked out so I ended up leaving it this… Continue reading 10. A ton of 3D modeling
9. Cargo Elevator and base trailer
The last two things I added are the cargo elevator (which will be the spawn point for all the equipment in the game) and the base trailer (which will serve as the foundation for the crane (kuka arm) and the rest of the equipment). The cargo door and elevator are animated and fully functional (some… Continue reading 9. Cargo Elevator and base trailer
8. First person update
This update will showcase the latest addition to the game – the first person mode. I will have to admit that it was harder than initially anticipated to properly implement that feature with all it’s details – head movement followed by body movement to simulate realistically a person looking around. A significantly faster and easier… Continue reading 8. First person update
7. Mars terrain
The final game map will be a giant open world, featuring real Mars locations. The terrain will be created using heat maps from Google Mars and rover/satellite images of the terrain. The process is extremely time consuming and methods like procedurally generated terrains are a lot faster to create, but what I will gain in… Continue reading 7. Mars terrain
6. Low gravity tests
Mars has a significantly lower gravity compared to Earth’s (About a third). Changing the gravity within Unity is a simple process. The trouble comes when all scripts and physics based calculations need to be altered as well. They work as you would expect them to on lower gravity. This makes the game realistic, however it… Continue reading 6. Low gravity tests
5. The SpaceX Suit
Building on top of the character progress, here you can see the process of rigging the modeled SpaceX suit and setting up the character. In the future I will be adding the life support backpack. This is the rigged character in action. The final product is a combination of a few asset (which I stripped… Continue reading 5. The SpaceX Suit
4. Character interactions
Here you can see in action the basic scripts, responsible for exiting/entering vehicle and basic locomotion for the character in 3rd person. I will be implementing 1st person in the future.