Hello, this is a short blog post to keep you updated on some things I have been working on. This will not include the main systems I have been implementing into the game, as they will be talked about in the next blog post, with a much longer and more in-depth deep dive of everything, alongside a dedicated video.
The point of this blog post is to shorten the length between posts and to keep you updated on things i may not normally include in normal blog posts. I aim to make more of these small blog-posts in-between the major blog posts.
Name Change
Implementation of Unity assets.
Changing model software to block bench.
Start of new character model development.
New player block bench model.
Small update on main game.
The name of the project has changed from Roadkill to We are Roadkill. The reason for the change is to make the project unique and identifiable. Through searching on the steam store, I found two games with the name Roadkill. As I intend to one day sell my game on steam, the game having a unique name is extremely important, as without a unique identifier, the game will not stand out, and, people searching for the game, may stumble upon the wrong game.
I have implemented the following assets into my workflow:
I am using ink as a tool to implement a dialogue system. The dialogue system is not currently in development, but as I have experience within Inky, I thought it would be useful to implement it to get all its dependencies for when I require them.
I am using Graphy as an optimisation tool, this will allow me to test the game on multiple systems while gathering all the required data. I am aiming to implement FX, shaders, and, decals before I release a demo, so I believe it would be a useful tool to have during development.
I saw fast script reload recommended by some devs on a unity forum and thought I would give it a shot. Furthermore, I have noticed a noticeable increase in compiler speed, and, script reloading, which means less time waiting for scripts to compile, and more time testing, and, developing.
As mentioned in a previous post, I use Magicavoxel as my main software for creating assets. However, I have run into issues with UV unwrapping, animation, and, editing, when it comes to the assets I have created. Through research, I discovered block bench, which is a voxel based modelling software utilised by companies such as Mojang.
While, I don't have much experience with this software, through my limited time with it, I believe I will use it for the future of this project. It is much more intuitive than Magicavoxel, while allowing for animation, and, easier importation into blender to allow for rigging.
The next post will be an in-depth deep-dive of my current progress, which will also include a dedicated video, linked in the blog post, and, on my YouTube channel. Expect to see: animations, improved scriptable objects, toggle-able input's, new inputs, weapon-system, improved movement, new models, more weapons, improved camera & more.