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Planet Explorers Released!

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Author Topic: Planet Explorers Devlog (We're now going for FINAL)  (Read 467456 times)

Zifei

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Planet Explorers Devlog (We're now going for FINAL)
« on: December 08, 2012, 04:27:56 PM »

In this thread, I'll post about the team's progress on Planet Explorers. I'm the director/lots-of-other-titles of the game, so this will be as official as it gets. There are many issues throughout development on which you can make your voices heard. I'm trying to make this as open as possible (well, without spoiling the most important parts... 8))

12-9-12

The last few weeks, we've been working on getting a lot of new content into the game. There are still some standing technical issues, such as the seams in the transvoxels and getting really cool and realistic perlin noise on the terrain. We're also trying to get the multiplayer code completely split from the client code. The player animation system got completely rewritten getting ready for ik and ragdoll, I really hope it'll make a huge difference because we've been wasting a lot of time on it.

Just to show how inexperienced we've been at making this type of game, so far, we've probably spent around 6 months of man hours redoing stuff (rewrote the ai code twice, the player code once, the ui code twice, the cave code once etc.).  But, we're getting there!  ;D

Some art and screens:

Ava is going to be the person you talk to to get shields and generators and other cool gadgets. I really thought about naming her Gadget, but Disney wouldn't approve, haha.


The missile turret. We're still considering whether we force players to always load up the launcher with missiles, or else it doesn't shoot anything.


Multiwheels! And yes, more wheels = more power used = need a more powerful engine. This image is actually kinda old...we're at a much more advanced stage now as far as making a car goes.



If this hasn't made you speechless, yet, you can post your comments here:  Comments on the Devlog
« Last Edit: August 04, 2016, 05:29:00 AM by Zifei »
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Re: Planet Explorers Devlog
« Reply #1 on: December 12, 2012, 12:09:57 PM »

Change of plans, Av0.5 is coming out on Jan 18th. It'll still be free for all, we want people to be able to check out the car building and some other cool things before Kickstarter. We'll hit Greenlight a week before that and Kickstarter a couple of days after it. Av0.6 is dated for March 8th.
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Zifei

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Re: Planet Explorers Devlog
« Reply #2 on: December 14, 2012, 02:43:29 PM »

Yeah, A0.5 will be the demo for everyone to try. Although, I'm thinking we need a smaller OpenCL detection program for people so they don't download a 1.5Gb file and have it not work.

In other news, multiple muzzles are in:



You can also go directly to the Creations Editor from the main menu, as well as take out the created object file and share it. Lots of progress on vehicles as well.

Unity 4's animation system is very powerful...we're trying to take full advantage of it, we'll see how it will turn out. If everything goes well, we might suddenly get a lot of new animation combinations.
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Re: Planet Explorers Devlog
« Reply #3 on: December 19, 2012, 01:41:14 PM »

And we got Unity 4.0's animation system to work with our game. Yay. Now the game will be a lot more fluid and there will be a lot more animations while at the same time, it'll use less memory and be more efficient.

Also:



Now we have suspension, wheels turning, engine total output, wheels using output, guns using output, total weight... it'll be fun. ;)
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Re: Planet Explorers Devlog
« Reply #4 on: January 01, 2013, 03:23:52 PM »

Hope everyone's had a great holiday break, we're taking a break at Pathea as well. The next few weeks will be pretty brutal with overtimes and such...not looking forward to it. Switching to Unity 4's animation system has given us a lot of unforeseen problems, a lot of them are actually faults with the engine. So in my mind, we might slip a week or two from the Jan 18th time depending on the next week.

Before the break, we were talking about how to extend the collision to at least 128m out from the player (right now it's 64m), this will allow for very long draw distances for AI specifically. It's pretty smart, at least on paper, we'll try to implement it for 0.6. We're also implementing a terrain building system where stuff you build will show up in every LOD detail, so if you build a bridge that's 1km long...you'll see the entire bridge, this should be in 0.5. The base terrain is almost final now, I've added in 5 more perlin noise maps, so you'll not see the smooth inclines anymore, there will always be some bumps and such (see below). My next job will be to put in rivers and lakes and make some plants glow at night.   8)

Here are some screens showing the new environment fog:





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Re: Planet Explorers Devlog
« Reply #5 on: January 15, 2013, 11:56:45 AM »

Getting closer to having 0.5 out, really tired already, just after such a nice break too. Haha. The flu season sucks.

Here's a picture from the canyon area...which isn't actually going to be playable in 0.5, sorry.

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Re: Planet Explorers Devlog
« Reply #6 on: February 03, 2013, 01:46:23 PM »

Ok everyone, we're really close to the release of alpha 0.5 now. I know I've said this several times, but this time it's true!  ;D

We've solved (or shelved) most of our standing issues, so now we're just fixing bugs in the story mode. While there are a lot of bugs, we're pretty confident that we'll have everything done for release by Saturday next week (9th). Here are some screens to help you pass the time... 8) Some of the below shots are for a0.6 things, but we're showing off some stuff for Kickstarter. And yes, braking was misspelled in one of the screens...it's been fixed, heh.















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Re: Planet Explorers Devlog
« Reply #7 on: February 19, 2013, 04:11:57 AM »

We're almost done fixing the bugs for a0.51, just testing for the next couple of days now. Here's something that almost made it in but didn't:







Next time.  :(
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Re: Planet Explorers Devlog
« Reply #8 on: March 08, 2013, 07:10:20 PM »

Good news, after optimizing, we'll be able to get you an extra 15-20 frames per second for the forest area and ~5-10 for the grassland in the next build. Still tweaking it, trying to make it look as good as possible under the circumstances (we cut the types of trees per defined area by half, you probably won't notice too much though).

I'm almost done with KS prep, so I'll be submitting it for them to review over the weekend. A week to go then.

A little preview for the poster we're giving away as a reward for Kickstarter (consider it concept art as well  8), yeah we'r going there):
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Re: Planet Explorers Devlog
« Reply #9 on: March 13, 2013, 12:31:54 PM »

I'll show you something cool, count 'em that's 9 people in there. This is over LAN though, still working on the online latency.
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Planet Explorers Alpha 0.53 Released!
« Reply #10 on: March 22, 2013, 12:38:24 AM »

http://www.pathea.net/images/web/PlanetExplorersA0.53.torrent

http://www.indiedb.com/games/planet-explorers/downloads/planet-explorers-alpha-053

http://www.atomicgamer.com/files/103476/planet-explorers-alpha-v0-53


Changelist:

1. Marker on the ground when digging
2. Faster fps when panning camera, and faster fps in general
3. Better AI pathfinding
4. Fixed storyline bugs
5. Fixed the crash bug when building
6. Control style 2 added (uncheck the camera follow option in the options menu)
7. Invert camera options
8. Delete built voxels with alt-click
9. Free camera mode when building (press f, then use the awsd controls)
10. Caves (not final)
11. Story tweak with Gerdy's start missions
12. High tech headlamp
13. More pronounced differences between tools
14. More pronounced differences between timber resources among different sized trees
15. More pronounced stat differences among large and small animals of the same species
16. Death animation will be faster and you can now use the revival shot
17. Docile animals won't continue to attack you after you revive
18. Tweaks to devilwolves and wolfrinos, added another animal in the forest
19. Animal bodies will stay for 1 min before disappearing
20. NPCs now have weapons so that they don't just punch, they'll also always help you if you start taking hits.
21. Loading the adventure and build maps received a considerable speed boost (less than 20 sec for 512X512 maps)
22. Rewrote the flora code, now it looks pretty darn good, especially the forest.
23. Changed the font so now it's very clear.
« Last Edit: April 23, 2013, 03:18:01 PM by Gazz »
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Re: Planet Explorers Devlog (Alpha 0.53 Released!)
« Reply #14 on: April 30, 2013, 04:53:57 AM »

Leading up to a0.55m, we seem to have fixed most of the position problems. We're trying to get custom things into the build but the process is actually pretty hard. The UI for multiplayer got completely redon. We're adding in enemies this week, took us a while to hash out the best way to do animals in mp.

On the client side, durability is close to being done; houses are being worked on, settlement UI is in, with houses and power stations being worked on; the launcher is almost done and works for pc, mac, and linux; we're working on a lot of terrain changes again, we added an editor to add terrain features that we made in an editor similar to the creations editor; npc questing system go rewritten and we're going through each quest to fix the problems, we have a ton of quests we want to add in this build but I'm not sure how much will get in since we just spent a month redoing it; alien bases are being worked on; the wall is being worked on; we ran into a problem in painting the voxels in the world setting, we're still looking at ways to get around it, basically, we can only have 256 terrain types, if one material, say iron, has 16 colors, that's 16 types. So we have over 16 materials times 16 colors and it doesn't work. One way to get it to work is to ignore the original type's attributes and replace it with a color material. So wood and iron with color will have the same attributes, that's the only way to add a lot of color in the world setting right now. The creations editor, on the other hand, will have 64 colors.
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