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1h 4m logged

APOLLO ACCORD: Honing in Specific Parts

Working on improving the movement, creating scripts for future gameplay and changing the lighting to feel less intrusive.


Graphics

Graphically, this update isn’t much different compared to the previous update. I added localized post process volumes that make each area look different and cleaner. In addition, this allowed me to make some areas brighter, letting me do cool scenes like screenshot #1. (I wish they weren’t T-posing)


Scripting and Behaviour

In the real world, you’ll be fired from the military as soon as you point a rifle to an ally, in a safe place. This is why I implemented safe zones, where health recovers and the gun is holstered (pointed down in a M4’s case) so that they aren’t always pointing towards someone. Plus, I made use of the localized post process areas to only enable DOF in the command center, so the gun is out of focus. Take a look at screenshot #2 for reference.


Next Up: Storytime

I keep procastinating making the story, but I’ll do it this time. The foundations are all set and everything non-story related is pretty polished, such as scripts and movement. This is where I:

  1. Implement enemies (and create assets) so that they block the player’s path to the tech module.
  2. Implement a scene equipment interaction script/UI so the player can communicate to alien civilizations.
  3. Implement a tutorial system so the player doesn’t get lost.

Phew! That’s quite a lot to finish. I guess I’ll start cracking at it then.


Quote of the Update:

Motivation is key. Enjoying what you’re doing is the best way to put in more effort and make a better product.

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Comments 1

@Cassetu

Intresting!!