Apollo Accord
- 12 Devlogs
- 27 Total hours
Explore deep space and create ties, fight or thrive with alien civilizations.
Explore deep space and create ties, fight or thrive with alien civilizations.
So I was somehow able to get crouching working. It’s more of a semi-crouch, since I haven’t implemented the humanoid animator yet and it works by moving the camera down. (Yikes)
In addition, I’m currently working on leaning, but it’s not really stable yet and conflicts with the mouse yaw. I think it’ll be fixed by the next devlog. ??
Last, I got a comment on the last devlog suggesting a raycast + physics based solution for bullets and implemented that.
I have ALOT to say about Unity’s Humanoid animation system.
Like, why do I have to go through the Animator thing that has wayy too much parameters, that override each other and create a jumbled mess??
And WHY actually WHY??? does the character dip through the floor when it’s idle??? Who in the world decided that humanoids should ignore all boundaries and start dipping through the floor when there’s nothing playing??? Why is the default animation like that??? I literally have no idea. [^1]
[^1]: I eventually got it working somehow. Really frustrating process.
Edit: I just noticed that the video looks really bright. That’s because I’m recording in SDR while the game is in HDR. In reality, the game looks much darker.
Very minor update.
I changed the weapon script so it fires physical bullets instead of raycasting. Shooting moveable stuff like chairs now interact with the bullet upon collision, and also bump into other objects in the process which creates a domino effect. Very cool to see.
In addition, I added a flash light to the underbarrel of the gun so players can navigate dark environments (which I predict will be a lot of)
The main idea was to have a bright, high-tech command & control center, so I took reference from a lot of NASA and Sci-Fi media and made this. It’s supposed to encompass the people inside it.
In addition, the control center has chairs that are moveable. Since this is in space, I turned down the gravity quite a lot so now they float when you bump into them, and settle onto the ground after some time. Feels more like a physics simulator now.
I’m going to start working on the storytelling next. While development has definitely slowed over the past week, I hope to maintain this pace, and accumulate small improvements over time to make this into something I’m proud of.
Just a minor update. More settings to tweak coming soon.
Decided I was lonely so I added some background characters and a “colleague” character to spice things up a bit. While not fully AI, these guys can say stuff and makes the atmosphere a bit more grounded.
Small update onto the development of Apollo Accord. Implemented baked lighting to optmize performance early on. Had trouble deciding which light type to use (directional, spot, point, area) but ultimately I decided on a option E - emissive materials.
Basically, emissive materials make the material itself a light. The downside is that it’s only baked, so non-static objects, like the gun and player, isn’t affected by it. So in short, it makes non-static objects unlit.
To resolve this, I had to use Adaptive Probe Volumes, which are basically version 2 of Light Probes. These take data from baked lights to approximately light moving objects. In combination with reflection probes, these make great visuals - or at least visuals better than my last devlog, w/o sacrificing performance.
I’m trying to get things right the first time, so I’m putting a lot more work into my initial “draft” for the game. I’ll work on hud legibility, procedural recoil, and more afterwards, once the core gameplay mechanics are pretty tidy.
I really don’t like C#
Started moving forward into the start screen. Thinking of a soldier on the ground w/ a M4 to their left, and then being helped up to fight the offensive. During that, the player listens to the main character speaking about the past. Then, FF a few days and the player is promoted to commander, where then the main gameplay starts.
Started work on Apollo Accord, a game where you command Earth and discover new aliens. You can trade, fight or form alliances with aliens, and lead Earth to become a galactic empire.
README.md