Day 90 of 100 [Alex_ADEdge]

The end is near!

Stats for Days 81-90:

Progress:

dogeDIG

Momentum continues to build with dogeDIG, things are looking a lot clearer now (I’ll go into more detail in my Day 100 post).

During the past 10 days for dogeDIG I looked into how to approach the terrain side of things, which is really going to be a monstrous side of the work for this game. Ive had a few ideas on how to tackle it, but none have gotten too far. In doing some research when it comes to using tile-terrain/voxel-terrain/pixel-terrain in unity I came across some interesting things – including the discovery of Unity’s inbuilt tilemap system which I had no idea existed!

Tests with unity’s tilemap system (center of test area), and voxel cubes (to the right).

But ultimately Ive realised the tilemap system is a bit limited and probably wont be able to work as I need – which means I’ll need to implement my own system (which I was planning on doing anyway – and have spent some time on in the past already). The biggest discovery when it came to tilemaps though, was Unity’s composite collider component, which automatically merges together the colliders of any objects you choose. This is pretty important for tile/voxel based systems, since having 100s of separate colliders in a scene can lead to issues. ie A bunch of issues I was having with the voxel terrain test area was quickly solved when I switched to using composite colliders – such as the doge getting stuck/tripping between collider edges.

So with some progress in that area, I started working towards some digging mechanics! This meant whipping up a digging animation, and adding in some dirt chunks for detail.

Heres a bit of a glitch – what happens when youre trying to setup the dirt chunks to shrink away into nothingness but get a +/- mixed up:

The dirt chunks working as intended:

And finally the first look at the doge actually digging! (complete with everything crashing at the end):

 

Trooper:

As the stats show, I really havent been putting much time towards the trooper project recently. With a grand total of 30mins of work in the past 10 days its really slowed down. This is slightly because of the traction Ive found with dogeDIG (which is the primary project anyway) but mostly because of how complicated zBrush is to pick up. I certainly wasnt expecting to master the program, but it turned out the tutorial Im following isnt as beginner-friendly as I thought. I quickly realised I’ll be needing to do other tutorial series to cover the basics, which is likely a lot of really boring work, which doesnt make for anything interesting during this challenge.

Example A:

What in tarnation

This is what I mean by not overly interesting content. Working through the early zBrush sections of this tutorial means a lot of strange looking blobs as I learn how the program and brushes work. Its going to be a good deal of learning before I can properly take on whats needed to be done for the trooper – so the trooper is going to have to wait for a bit!

Thats all for Days 81-90, 10 days left so its almost time to finish the challenge!