In the last blog-post we showed our new energetic alien-resources, achieved with an animated shader from Steven Craeynest.
Revenge of the Cavemen includes a bunch of actuators and mechanisms which until now, only had two states: Active and Inactive. So when we changed their representation, we basically just switched the inactive model with the active model. The result of this was that in frame X it looked like inactive, and in frame X+1 it was active. We’re now working on implementing all the different animations for the actuators and mechanisms. Have a look at the basic door:
Still not a perfect fitting asset, but it’s on a good way!
We are currently working on a complete graphical overhaul and this also includes some fancy animated effects. Have a look at our new alien-resource units.
Big up to Steven Craeynest who wrote a tutorial on how to implement easy volumetric explosions in Unity with nothing more than clever RGB-to-Displacement mapping, while animating the whole thing and applying a texture-ramp.
We used Steven’s Explosion-Shader with our own displacement map and texture-ramp to achieve the effect of an energetic resource unit.
Some more fun (and useful!) stuff with animated shaders. Ok this time it’s actually only the distortionmap’s texture offset flowing.
Our current milestone is definitely the Fantoche 2015 13th international animation festival in Baden, Switzerland where Revenge of the Cavemen will be part of the exhibition. Therefore we have some major tasks ahead. Have a glimpse on what changes will hit RotC in the coming weeks.
clean and fresh new sound-effects
atmospheric background music
major improvements in performance due to core optimization and a smart light-baking concept
all new textures for pretty much every single 3d-asset
Of course there will also be a large number of minor technical improvements such as changing on-the-fly to controller support, simple save and load features, checkpoint integrations, more customizable settings and a lot more.