Building a flexible attribute system can be a challenging task, but the first step is always understanding what it is that you want the system to accomplish. I had already cobbled together a system for health, hunger, energy and mood, but it lacked ability for colonist attribute effects. I wanted to be able to tack […]
Read MoreStarted work on more of the utility items for Mercury Fallen. This week so far I finished up the power generator as well as a custom animated shader for cool throbbing power material. The shader uses a mask texture as well as using the internal _Time variable instead of using a script to animate the UV offsets. The […]
Read MoreOver the last couple of weeks I’ve been working on some new world generation as well as a new crafting system. I can’t seem to make up my mind when it comes to the world generation, but it’s a pretty important aspect related to the starting conditions of the game. Starting Conditions After reviewing a bunch […]
Read MoreI’ve been working on a lot of various things for the game and making some great progress with a lot of the core elements. Recently I start implementing the profession system. Professions Each colonist can have a designated profession. This controls what actions they can perform other than their core needs such as eating and […]
Read MoreColonist Needs So far I’ve planned out colonists having needs for sleep, hunger as well managing health and mood. Last week I started out by writing a generic needs system which, I thought, would be able to handle the needs of the colonist. The idea wasn’t a bad one, but the system was far too generic […]
Read MoreAs I always say I need to get better at writing these things. It always helps when I hear from one of you about the project as it helps me to know there is someone actually wanting to listen to one of my rambles. This week I’ve managed to make a lot of progress. There is a […]
Read MoreI spend entirely too much time trying to fix stuff that isn’t quite broken. The path finding system did need some tweaks, but I keep reworking a lot of the core code instead of focusing on the features needed to do what it needs to do. This is a common problem given that I keep feeling a can do […]
Read MoreMercury Fallen takes place underground and I felt it rather important that the maps are proceduraly generated for various reasons. I’ve spent a bunch of time looking over articles and techniques to get my brain in gear on the process. I’ve messed a bit with map generation in earlier projects, but I always enjoy doing some […]
Read MoreI’ve been working on Mercury Fallen for a little over a month now. I wanted to get a website up and running before this, but was a little strapped for cash to purchase the domain. That, of course, has now been accomplished and I’m ready to start blabbing about the development process. I have a tendency to focus […]
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