This was a blog post that was going to come sooner or later. It's become increasingly obvious to me and probably anyone with gamedev experience that Red Grove Academy isn't a game that's going to be finished any time soon. Am I cancelling it? Not really. Will it be released within the next decade? I don't know. And I feel like that explains the problem here. If I can set a timeframe and go "could the game be finished within this timeframe" and I can only say "not sure" there's a problem.
Even if I didn't get burnt out and could work on the game pretty much non-stop I still can't say for sure if it'd be released any time soon. Making games is hard, and I'm a solo developer meaning I have to do: Modelling Texturing (and UV unwrapping etc) Animation Programming Writing Marketing and a lot more. I can go through this list and check off the stuff that I can do. Modelling? I can do that. Texturing? I can do that. Animation? Ehh.. Programming. I can 100% do that. Writing? I don't think so. Marketing? Hell no. There's also a tonne of other issues. Localization, I will most likely have to translate the game into multiple languages. Approximately 75% of the world doesn't speak or know English, which is A LOT of people. There's also the fact that this game doesn't have much going for it. The story will be pretty much all it will have. It's no Grand Theft Auto or Red Dead Redemption 2. Hell, it's no Bully either. Wasted Youth, too, pretty much only has the story and writing going for it and I think the creator would agree with me. No one played Wasted Youth Part 1 for it's high octane and interesting gameplay. I like Wasted Youth Part 1 because the story was good and I liked the characters. If I make a story that sucks ass, the game is just going to be awful. It'll have literally nothing else going for it that'll make people want to play it, and I suck at writing (which is one of the reasons it's probably the part of the game I've least spoke about on this blog) So what's going to happen? Well, I'm going to try and keep working on the game but with my time at university coming to an end I need to start looking at jobs. It's highly unlikely I can easily juggle developing a game like Red Grove Academy and work a job (especially a game dev job) at the same time. I think I'll probably think of another much smaller game to create because Red Grove does feel like a massive weight on my chest and it would be nice to have that taken off of me. As for this blog, I'll keep it and use it to write about stuff I'm doing if I think it's worth a blog post. I think that's it for now. I hope this wasn't a downer to the like 2 people that actually read this blog. I hope I can think of something to make that I can actually finish. Maybe Apocalypse Rising..
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I've now moved back to the city my university is in and I have much better internet than I did last time which is nice. I was also completely alone for the first 5 days after moving in which was also pretty cool.
Thankfully, I have a bit more substanial amount of work to show since the last blog post. I think I mentioned a blog or two (or more) ago that I was reworking the main school building. Since then, I've pretty much finished that however when attempted to put it into the main map I realized that it was too big. So big infact that I just decided to remake the map around the new main building. That isn't a bad thing since I already know what the map is supposed to look like, I just have to make it fit the map better. The new building is a lot more detailed, with there being HVAC systems on the roof and solar panels and other various small details. And as aforementioned it's bigger than before, about 30% bigger than the old main school building. This poses a small problem that I fear it may feel.. empty. I plan to have around 50 students but I feel that would just make the pretty massive school feel too empty. Maybe 100 students would be better (50 males and 50 females?) but then I would have to write 100 characters which is a daunting task. Another thing I decided to do around this time was create an asset postprocessor in Unity to streamline the import process. In laymans term, this allows me to modify the imported map before it actually gets 'generated' by Unity and can be placed in the game. This allows me to do stuff like define areas in Blender via empties (an object with no mesh data) and assign custom properties to it and then in Unity, using the asset post processor, find and replace those empties with something else. This ranges from particle systems to audio sources and a bunch of other stuff. Essentially, it removes a bunch of the tedious manual work I had to usually do inside Unity and instead do it automatically or do it from inside Blender, making it quicker to iterate on the map. And while working on this and testing it in Unity, I realized the ambient lighting kind of looked bad. I tried a bunch of different HDRIs but couldn't find one that looked decent. In the end, I shelled out some cash for a Unity asset called Azure Dynamic Sky which is, as said in the title, a dynamic sky system. It allows me to have a realistic day/night cycle (it's still a period-based cycle and time still only changes when you do certain stuff) as-well as (in my opinion) much nicer looking lighting. I was also able to do stuff like define the way the sun should be facing based on longitude and latitude making the shadows and such actually match pretty well to what they would be on the actual real life building. Azure also has a neat weather system and while I haven't done much with that yet, I can easily add rain and such to the game. Of course, I can talk about 'how good it all looks' all I want but it means nothing if I can't actually show you it! So here you go, some nice screenshots of all the new stuff.
And because I'm feeling so nice (and because I've been trying to find a lot of feedback on it so I've been taking a lot of screenshots and videos), here's a video of me walking around the school in-game and showcasing the day/night cycle and various other stuff.
As expected, my work on this will most likely dramatically drop when University starts on the 20th. There's also another bit of a downer in that it's my final year in University and after I'm done with this I'll have to get a *shudders* life. As in, a job and such so I can support myself. Because of that, I doubt that the amount of work I can do on this game will increase any substantial amount anymore. Maybe I'll jump on the whole youtube devlog bandwagon at some point and see if I can make a living off of that so I can pursue this full-time.
I think that's it for now. I'll have another blog post next month maybe. See ya As the title suggests, there still hasn't been much progress and thus this blog post suffices as just a 'I still remember this place exists', though I do still have some stuff to talk about so it isn't nothing atleast.
Recently, I've started at starting to get what I want the story to be about and how it will play out. It's been set in stone for a while that the game will have a prologue and then the main game will take place years after the prologue. The prologues purpose is to setup some sort of mystery for the main character to find out about in the main story, with the rest being about solving this mystery and all the complications that come with that. The main issue so far is that I'm shit at writing. I don't know what I want the mystery to be and I don't want to rip it from some other story. One thing I tried was checking out some 'ai' story writing systems. I found a few that worked by giving it a prompt and it would give some sort of synopsis of the story, something that isn't something I can use (AIs love going on completely batshit and wild tangets for no reason, see AI Dungeon 2, an AI generated text adventure game) but something I can modify and build upon. In other news, Adobe recently became a platinum sponsor of Blender (which basically means they give money to Blender so they can hire more devs and such) and with that came some GREAT stuff, the main thing being an addon for mixamo. I think I've talked about mixamo before, it's a website that lets you auto rig humanoid models and then apply different motion capped animations from a pretty massive library. The main problem is that it was hard to then bring the auto-rigged character into Blender and modify the animations but now that isn't a problem since the addon lets you generate an actual workable rig from an autogenerated one and then lets you apply animations from other rigs (assuming they're also mixamo generated). Essentially, this makes it A LOT easier for me to create animations for characters because the mixamo animations are able to be used commerically for free. I can use them and also modify them for my game. And to end off this blog, I'll just talk about the meagre amount of stuff I've got done with the game. I've started work on the interior of the school (if you didn't read the last few posts, I've gone back to making the exteriors and interiors separate things that the player teleports to and from), as-well as getting animations setup via the mixamo addon I just talked about. I'm pretty sold on the character design I'm using at the moment and I've also started trying some ideas like painting clothes onto the character instead of 3D modelling them since it avoids having to deal with the hell that is weight painting. Next month I'll be going back to university for my final year which means that my already low amount of work will be made even lower. I'll try my best to soldier on and complete as much as I can but if I disappear of the face of the earth for a few months, you'll know why. As indicated by the title, I haven't got around to doing much with the game since I last posted on this blog(also, this'll probably a short blog because of it). Reason is, I was just too busy with other projects. Just small test projects to learn stuff I still have trouble with in Unity (compute shaders, which let me run certain code on the GPU for better performance, etc).
I tried to get back into making the game but just sort of had no motivation to do much. I'm burnt out on modelling the map and there isn't much to do programming wise. I've also noticed a few annoying stuff with the map such as the main building not being to scale with it's real life counterpart (about 20-30m smaller) which has lead me to having trouble with getting certain important rooms in. This problem has caused me to go back to thinking how to handle interiors/exteriors. The scale problem wouldn't really matter if they were separate and I just teleported the player between the interiors/exteriors. This is what I was doing earlier in development. Doing this would allow me to have more 'artistic liberties' with how the interior is scaled because it can't be compared side-by-side with the exterior. Though, I'd probably end up with a 'pokemon' effect where interiors clearly don't match (scale-wise) with the exterior of buidings but I'm okay with that. I've been thinking on also getting the 3D tilemap tool back onto the project for quickly making the interiors as-well, but last time it just turned into me working on the tilemap tool more than the game. I've also been fiddling around with different models for the base NPC and player model in the game, one with actual facial features like eyes and a mouth. This is just a basic base model I found online (with appropriate licensing so I can use it in the game, of course). I've thought of making my own but I've always sucked at stuff with proportion (see: the start of this blog with me complaining about how I got the scale of the building wrong) so for now I'll leech off someone elses work like a parasite. That's pretty much it. I don't have much else to talk about. Hopefully next month I'll have something more substantial to show.
I just spent 2 hours writing this blog and then lost it because I accidentally closed the fucking tab. Sigh.
Here's a summary of the changes since last time
Let me expand on those a bit. The new interaction system is pretty expandable. It's the base system for anything in the game that needs interaction logic. Before, the NPCs were separated from the interaction system which was a bit ugly from a codebase standpoint. Now, they're part of it and just define custom interaction logic. The most basic NPCs in the game just start a new dialogue. I can create specific scripts for specific NPCs that inherit from the base NPC class to create more complex behaviours. The vehicle system also inherits from the interaction system and defines custom interaction logic for the vehicles. I'll have a gif/video showcasing the bike at the end of the blog. And for the dialogue system, I've implemented a system from a video by the wonderful youtube channel "Mix And Jam" (seriously, check them out) who create videos of them recreating certain effects and mechanics from various video games. I use part of their Animal Crossing dialogue system recreation to add custom tags to my dialogue system which lets be do stuff like pause text for a certain amount of time, or change the speed of the writing animation. This should hopefully give it more flare since until now it was just a bit 'boring'. The system is also pretty easily expandable so I should be able to add more tags to do even more cool stuff. I also reimplemented anti-occlusion which is the system for hiding the roofs/upper floors of buildings so the player isn't obscured by them. On the modelling side of things, I haven't done much. I've started work on the bottom floor which I've strangely been putting off until now. I think my brain knows it's a more complex layout than the middle and top floor (which are essentially duplicates, which is pretty much what they are in real life, since this is made off of a real life location) and has been subconsiously making me focus on other stuff but now I've started making progress. Although, this progress has come at the cost of an annoying realization. This scale of this building is a bit too small. There's a place where I want to but stairs, but can't due to the size constraint. I think at some point I'm going to have to expand the size of the school, which might be a bit annoying to do. As a second to last thing before I sign off, since I'm really annoyed about losing all my progess while writing this blog last time, I've been thinking of moving the blog to a new website hosted using github pages. This should let me remove the limitations I have with weebly but sadly my web development skills can be summed up in the NICEST terms as "fucking awful", "shit", and "functionally non-existent". We'll see where this goes in the future. I'll make a blog post if I do ever get around to it. And, as a final thing, before I show some videos and gifs of what I've made, for some reason until now I have not had the game backed up externally, which is EXTREMELY stupid. If something happened to my laptop (stolen and I never get it back, SSD dies, etc) I would lose quite literally all progress on this game which would probably mean I cancel it and never finish it. Now, I've created a code repository on gitlab (I ran out of my bandwith quota on github and I needed to find a place to upload it that day). Of course, the repository is private so none of you can just download the source code. This hopefully means in the case of catastrophic data loss or theft, I shouldn't lose all that much progress (although, there'll probably be some time until I can get back up and running. This laptop is expensive (£2,000!!) and it would be a pain in the ass to lose it completely) Anyway. I'm tired and hungry now. Here's some gifs and videos of my progress so far. Ta-ra (that means by in Bri'ish). ... Fuck off. I'm joking. Here you go.
Also here's a quite long video of the bike going around the map and also showcasing the day/night system.
I wasn't planning on writing a blog post this month but everything fucking sucks and I decided to scream my frustrations out here. Recently, Unity has been ***really*** pissing me off. Currently, I've got objects in my scene inexplicably shaded differently from objects with the EXACT same material and my lighting has been nuked by Unity after a restart and then trying to rebake lighting just straight up crashes Unity. Sigh. I have kept looking over at the Godot discord icon and thinking of once again trying to go back to it, but Godot is almost entirely unsuitable for my workflow. I'd have to remake the entire map inside Godot instead of inside Blender and I'm not fucking doing that. Also I've lost a bunch of work on this blog twice already and now I just want to get it over with. Basically, Unity is a barely working husk of what is supposed to be a game engine at the moment, and every game engine I've come across that could replace it falls under one or more of the three categories:
Though, on some brigher notes, I have made significant progress on the game's map and can show some screenshots. And that's pretty much all there is. You may notice the interior is empty, but I'm most likely going to put those in engine since it's easier to add functionality to them like that (such as sitting in chairs, etc).
If anyone can recommend some engines that I can ditch Unity for, that'd be nice. I'm looking for an engine that: Works well with my workflow (one of the main reasons I don't like godot is because it's impossible for me to easily add hinges to doors without adding the doors manually inside godot instead of having them in Blender) Has good documentation Has a decently large and active userbase Isn't one of the engine's I've already mentioned as being unsuitable. I originally started writing this post back in December but stopped. Mostly because I forgot about it, not because there isn't anything to talk about. There's A LOT to talk aboout. Main thing is for about the 4th or 5th time now, I've redesigned the entire school. Campus, buildings, etc. This time, I'm going off reference and it's going extremely well. Building size is perfect, campus size is perfect, and it can easily be built via my custom tilemap tool I created a few posts back. The reference I'm using is my old secondary school. I decided to do this because it was easier than creating my own design. I went to the school, I know how it should look and the scale of it. Or, I can roughly remember how it looks since I haven't been anywhere near that cursed place for about 3-4 years. Of course, some stuff has to change. Need to fit in the buildings that the school in real life doesn't have but my rendition will need, like a dormitory. In other news, I've been slowly trucking along with recoding the entire game. I created a better day/night cycle system. One that could technically be something that constantly changes like in other games rather than 4 periods of time that change every time you do a mission but then that complicates things like having the NPCs move positions at different times, NPCs not having missions at certain times and having them available only at different times. I could probably do the GTA 5 thing where you go to the mission area and it changes the time of day to the correct time. Anyway, the gist of the system is now time is 'normalized'. Meaning it goes from 0 to 1 where 0.5 is midday, 0 and 1 are midnight. 0.25 is morning, 0.75 is night etc. I also added some extra stuff to change the lighting based on the time using unity's gradient curves which lets me get a color from a gradient given a number from 0-1. Some other stuff I've been doing is working on my custom tilemap tool. I changed up how it does stuff so it's easier and quicker to use as-well as an all-new layer system which lets me have different layers that don't interact with eachothers autotile rules. This is essential for creating window and door tilesets. I also added basic textures to the tileset I'm using for the game which you can see here Looks nice. Although, I did just notice that the corner tile doesn't fucking line up with one of it's sides. Fucksake. I would show some pics of the school grounds, but it's pretty unfinished. No buildings, barely any (good) textures etc. On a way more substantial note, I've started texturing all of thee games objects with unique textures. I've overcome my weird phobia of having all the objects having unique materials and textures and decided to put some time in texturing them. I also learnt a lot during this time about UV mapping. Have a gander at this gallery of every textured object so far. Those are all (minus a few variations of objects like sinks and toilets) the objects that have been textured so far. I think they look great for the most part. Maybe the about of grime and general dirtiness can be turned down a bit but this is looking good for now. Starting to look like an actual game! There's some new models too, like a better bed model, better TV model, teachers desk, teachers chair, new student desk, new student chair and a new basketball hoop.
I think that's all for now. I was going to find a gif of the day/night cycle I swore I had somewhere but apparently I don't. It wasn't much anyway, you won't be missing out on much. On a slightly unrelated note, I got a hard drive dock for my old PC hard drive (PC is unused now since I have a much more powerful laptop) and found some really old files from my previous game Apocalypse Rising (unrelated to the ROBLOX game of the same name) which was a text adventure inspired by Mutant Uprising. Perhaps I'll revive that at some point. Maybe not. Anyway. It's 3AM. I need to go to sleep. Night. Or morning. Whatever. See ya. So it's the 14th. I've moved back to the city where my university is despite the fact that all classes probably until early next year are going to be online. It's a nice place I'm renting. 250 years old with a shower room UNDERNEATH the kitchen. There's a hatch you open via pulley to get down to it. Internet is pretty dumpy with the download speed being just barely adequete for HD video watching and the upload being downright unusable (<1 mbps) but I don't upload much so I think I'll be fine. And like my drastic change in decor from my house back at my home city and this new home, the game has had some drastic changes(I tried really hard to make that work). I've changed pretty much everything I said I wouldn't such as the main building of the school and the school grounds. The new school campus is much smaller so there's much less empty space I need to fill and the new school feels a bit better since I can be much more liberal with the design since I don't need to create an interior for it inside blender (thanks to my tile editor tool I talked about previously in the blog). Of course, I won't leave you without any screenshots. It took like 10 minutes to upload those screenshots. There's not much to see apart from the untextured new school building and the layout of the new campus. Oh, there's also a new shop buiilding. Some of these are old, too, which is why you can see the previous school building in some. I would say the usual "I'm much happier with this" but that means nothing anymore it seems. It might change, it might not. We'll have to see.
There's some other stuff I've been thinking of, namely a complete rewrite of the code. When I started this project all the way back in, I believe, December 2018 I was a much 'worse' programmer I am now. I go through a lot of the code sometimes because I need to jerry rig something to work and think to myself "what the fuck?" Part of me just wants to go "it's fine because I'm the only person working on the project" but I don't think that's a good mentality to put myself into. I think I'm going to have a go at it. Make a new unity project, move the essentials over (like various plugins/libraries I use) and then start reprogramming. If it doesn't work out, I can just go back. I'm not even worried about how long such a thing would take, since I will most likely just 'translate' the current code to just a more cleaner workflow and structure. One more thing I want to talk about is character design. I've grown to dislike the current one as the flat shaded style (which is pretty much needed since smooth shading makes it look god awful due to the poor topology) and very stylized look doesn't really fit in with the rest of the stuff in the game. It's a big issue too since I can't model characters for shit. You have to worry about so much stuff in terms of proportion otherwise it just looks.. off, even for a stylized character design. I have to make sure the arms are the correct length for the rest of the body, I have to make sure the legs aren't too long, the neck, etc. It's just all too much to focus on. Hopefully this isn't too disparaging to read. Last blog I talked about moving from my modelled interiors that fit to the exterior shell of the building to moving to a tool that I could use in the Unity editor to quickly make interiors. Recently, there's been some changes to said tool. And by changes I mean a complete re-write (and even then, it's technically not even a re-write, just an entirely new tool). The reason for it was ugly code. The code for the tool was hobbled together and was annoying to continuously wade through to find what I needed to change. There we so many things that just were horrific and could be done better so I decided to create a better one from scratch. This tool is more like a 3D tilemap tool. If you've ever used something like RPG Maker you've most likely used a 2D tilemap. A 3D tilemap is fundamentally the same but instead of flat 2D sprites, it's 3D models. Unity has a tilemap tool built in, but for even the most basic 3D support, you need to download an extension for it off of github and even then the 3D support is very rudimentary and barely there. At most I was able to draw a single wall but had no clue how to do something like autotiling where the tile would change based on it's neighbours. This increased my need for creating my own tool. I started by getting cubes that can be painted onto a grid and then easily erased. From here, I needed to get autotiling functionality as I felt that would need to be done early rather than mid-development. This proved to be quite tricky. I found a lot of the stuff I found or was shown confusing but in the end I was able to get something working. Basically, when a tile is placed it checks its immediate neighbours. A neighbour can either be null (nothing there) or another tile. When there's another tile a flag is set based on where that neighbour is (to the left, right, top or bottom). You can see that showcased in this gif Now, I needed to find a way to do something with these values. I figured the best way would be a dictionary. In programming terms, a dictionary is a collection of keys and values. If we're thinking about a traditional dictionary that you would find in a school or whatever, the keys would be the words themselves with the values being the definition (or atleast, this is how I understand dictionaries in programming). So, all I had to do was populate a dictionary with these flags as keys and then I could get a value by searching for it's key. Now, I have a cube that actually changes based on ti's neighbours. I'In these examples I was actually checking diagonal neighbours as-well as top, bottom, left and right making the maximum unique possibilities 255 (2^8) although in reality all I needed was 48 but this still felt too much so I changed it to not check diagonals, making the maximum amount of possibilties drop a lot (from 255, to 16! Which is 2^4). And I don't need all 16 for the most part. I'm gonna skip ahead a bit until I had working 3D models instead of cubes. and I felt pretty satisfied with this. You can see the autotiling in action as corners are created where they should be as-well as other stuff like T junction walls. From here was just tiding up the code and making the process of creating the autotile rules (which tile to choose based on the neighbours) more intutive and easy (I'm actually planning on releasing this tool. Maybe even for a bit of money).
However, after doing this it wasn't long until I hit my first big road block, asymmetric tiles. This is, tiles that aren't perfectly mirrored. In my case, this was the bathroom walls. I'm not sure if I showed them off in the previous blog post but for the bathrooms, I wanted a wall that halfway down had a small extrusion for the tiles because it made the bathrooms actually feel like bathrooms. This was an issue since the extrusion is only on one side of the wall (and thus the model isn't symmetrical anymore). I needed the extrusion to point inwards (that is, be on the side that's actually inside the bathroom, rather than the side of the wall that's not). This wasn't possible due to the fact that for the 4 side walls, there could only be 2 unique rules (top + bottom, or left+right) causing half of the extrusions to be in the right place and the other half to not be. I'm still trying to figure out this problem in a way that's not hardcoded for that example or requires manual orientation since I want the tool to be as painless to use as possible, and ideally in the end you cannot modify the tiles manually outside of the tools given by the tilemap like the paint brushes and erase tool. When a tile gets updated during autotiling, it'll remove and manual changes making that solution not a good idea. Sadly, this has taken up all of my time and I haven't spent any time working on the game apart from momentarily checking out a new blender addon for character creation (it had the same issues I've had with previosus character creators, either it's too stylized or it's too realistic). So, sorry about that. This post hasn't been much other than technical jargon and more setbacks. Hopefully I'll find a solution soon. One final note before I leave. I'm not sure if the blog will be updated as much in the upcoming moths due to university starting up again. If university leaves me with no time to work on the game and thus have nothing to post about, there won't be a post. University, obviously, takes priority over a personal project. Hopefully next time I'll have something to show. See ya. Hello. It's time for my monthly blog, where I tell you that I've changed nearly 90% of how I'm making the game.
This month isn't any different. This month is interiors. I think I may have mentioned on this blog a few years ago about a modification to a tool called 'Floorplan' that was essentially a 3D tile-based map editor. My modification was incredibly extensive (to the point where I would say 90% of the original code was changed entirely) but I never used it for the game since I felt it wouldn't work very good. Well, I'm using it now. One of the problems I've been having is that changing exteriors after they were done was pretty much impossible. If a room was smaller than I anticipated? Fucked. Just gonna have to deal with it. With my tool, I can easily modify the map at any point. There was a small problem at the start where I realized that having thousands of individual tiles caused quite a significant drop in performance which to fix I had to create a script (or rather, take one from the internet because I suck at anything mesh programming related) that went through each of these tiles and merged their meshes together. This eliminated the performance drop but created a slightly longer load time, which I'm fine with. Another thing I realized is that the actual scale of the game is quite... weird. The players are almost as tall as the first floor wall of the school and could easily climb onto the top second floor roof without a ladder or even a second person hoisting them up, which just isn't safe at all. I dreaded this, since it looked like I needed to recreate a lot of the buildings, but then I calmed down because I realized that buildings are just exterior shells now. You get teleported from exterior to interior when walking through buildings. Maybe I'll even split the rooms into separate bits you teleport to. Probably not. It's not just that I've been working on, however. Recently, some more disconcerting stuff has caught my eye. Mainly, the conflict of styles between the objects. A few posts ago I talked how to save time I started getting CC0 models for the game off websites like OpenGameArt and other related websites. The problem with this is that some are modelled to a realistic 'standard' (although not photorealistic for something like a render) while some have got a more stylized look to them (either low poly or don't have 'proper' textures and just have flat colors). This creates a god awful juxtaposition that makes the game look like it was made by some sort of idiot who just started slamming random stuff together in order to try and make a product (which, actually, isn't that far off... shit.) To fix this, I've started giving some objects their own textures using Substance Painter. I'm a bit timid even though this gives great results because I'm trying to keep performance the best it can be, but I'm pretty sure it isn't a problem. Throughout development, the FPS has been at a constant 150-200 FPS which is much higher than the minimum FPS I will allow, 60. Obviously, this is dependent on specs and I have a quite powerful laptop with 32GB of RAM, a GTX 1060 GPU and an i7 CPU but I would most likely assume that even with integrated graphics the game should run great but some might have to turn down the settings. In other news, I haven't really done much of anythng else. I need to redo all of the building interiors with my new tool (student shop, dormitory, and any future buildings) but I don't think that will take much time compared to making them in blender. Infact, I suspect I might even be able to make the game look better with this approach. I can take way more liberty with the scale of the interiors since they're completely separate from the interiors so I don't have to make them exactly fit. I can also devote more time into making the exteriors more detailed with tools designed specifically for making hollow exteriors. I'll post some screenshots of the new lovely textures for some of the objects at the end. Next month I hope I can get some more gameplay related stuff done but it's starting to near to the start of my second year at university and that will most likely start eating up all my time once it starts. Also, I started writing this blog at 1PM and it's now 12AM. Shit keeps distracting me. Maybe I should go to the doctors and see if I have ADHD. Or maybe it's just another symptom of my already diagnosed dyspraxia... Anyway, here's some screenshots. |
AuthorI'm an indie dev stuck in a perpetual loop of game development hell. Come watch me spiral out of control as I attempt to finish atleast one game. Archives
January 2020
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