Sunday 29 November 2015

General Update - Graphics, Bugfixes, Tutorial

This is a busy time, with lots of university projects and exams coming up followed by a move to California in January, so there are my excuses for updates.

That said, I did finally make the switch to Unity's deffered rendering - it allows me to use HDR and get some proper post-processing effects. It also means I simplified all the layers and simplified the whole process. I get fancy distortion effects in return as well.

I also took a lot more time than usual to playtest the game and managed to fix a lot of bugs, including a whole rewrite of the music system. I still need a major sound pass (something I know very little about) to make it all more satisfying.

The new lighting in action, along with a much easier to follow tutorial.
Ship physics have been slightly reworked so that ramming is a more effective tactic and "grinding" damage has been reduced. You'll need to really charge your enemy to attack them, and you'll probably need to disable their engine core to slow them down and do it. Ship speed is also detached from the number of engines you have, so your ship's visual design is no longer tied to stats. It makes movement more predictable.

1 comment:

  1. I'm very curious how your getting the lovely gradient background color.
    would you be willing to share your technique?

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