Devblog 40: Cool charts & cool waters!

IronEqual
IronEqual
Aug 28, 2017 · 5 min read

We’ve been doing this for 40 weeks now, so you know the deal: we made stuff last week, here’s the devblog:


FENO (@madebyfeno)

Over The Moonlight

Here’s the brush resize mechanic

Fenalytics

MAZE

An unreleased exclusive Pond shot
And here’s a comparison with last year prototype

KERYANN (@KeryannM)

REPULSE: Galactic Rivals

I have integrated the Steam Achievements, there are 41 for now, it’s cool! They’re cool! They’re funny and are beautifully named by Nielz!

Some of the achievements

By the way, this Steam interface is so annoying to use!! It’s long and not efficient at all to add achievements and modify them… What a shame!

Anyway, I’ve also worked on the Replay system, as my PC during the summer at my parents was really slow, I could see if REPULSE was optimized or not!

Soooo, I have a real problem with my In Development Replay System! I’ve noticed some framerate drops on my main PC but with this shitty one that lags when I’m playing Club Penguin, it’s really horrible ^^

Here’s what I get!( It’s in the editor, so it’s even worse than in build!)

NIELS (@NielsTiercelin)

Website

Over The Moonlight

I did most of my sounds with Harmless in FL Studio. It’s really intuitive and fun to use!

I’m also responsible for this horrible copy of the Joconde Feno showed. I feel terribly ashamed don’t worry.

IronEqual

NATHAN (@grange_nathan)

Goods Train Fever

Beautiful.

We should be able to use this system for any game we want!

I also started working on the Tutorial. We don’t have any graphics for it, please excuse the programmer “art”.

It’s ugly and all that but at least we no longer have to explain the game ourselves at everybody that tries it out. There is still a lot of work on Goods Train Fever to be done in the coming weeks but it’s ok. I’m fine. Really.

Have a nice week and see you on Monday!

BENJAMIN (@Valgoun16)

Goods Train Fever

This time I worked on the shaders : most of them were using the PBR lighting from Unity. Because our game doesn’t require such fidelity I switched to a more low cost Lambert shading. According to the scene, we gain between 10–15 fps on our low mobile target ( a Samsung SM-T800) with a *0.5 screen resolution.

It wasn’t enough, so I decided to use the instancing materials which were introduced with Unity 5.4 if I recall correctly. Basically, it lets you batch into one draw call every objects that have the same mesh and the same material.

With all of these improvements, the game runs between 35–50 fps on * 0.5 screen resolutions according to the complexity of the level. It’s still not enough, but for now the game is playable and we have more urgent tasks.

I also, worked on making the water more interesting. My first idea was to make a low poly shader with a animated vertex offset to mimic the waves. But I found out I wasn’t able to do it because some of the function I use weren’t compatible with mobile hardware. it’s not impossible to do it on mobile, but the solution I found were very tricky and would required a lot of time to ding into.

Therefore I decided to find another way. What I did was to make an array of cube that scaled themselves vertically according to a perlin noise. On top of that the shader modify their color according to their height.


Have a great day, see you next week!

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You may have missed out on our latest article: Pathfinding Like a King — Part 1

IronEqual

French indie game studio. Bringing you awesome content weekly!

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IronEqual

Written by

IronEqual

Indie gaming studio. Bringing you awesome content randomly!

IronEqual

IronEqual

French indie game studio. Bringing you awesome content weekly!

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