Friday Devblog 07
Next to a lot of boring accounting stuff I've been working on the Bismarck environment showcase trailer (yes it's coming soon!), Here's a small snapshot:
In a future patch, it will become possible to customize your character in the main menu.
I've been working on getting customization working in the main menu, as well as making
it a little more interesting by, for example, playing an animation when an item is
equipped. When customization is added to the main menu, the boats will be included
again. However they will not have an effect on gameplay yet.
Also part of our future patches will be further integration of user level into the game. Right now, the only link between the divegame.net level and the game is the XP you get when you complete a daily mission. The first step was showing the user level and XP bar in the main menu, as you can see in the screenshot. More steps on the level integration will follow later on.
Steam Multi-player sessions
This week the first phase of Steam supported networking has been completed. Steam users can now invite & join other Steam users to their multi-player games. Additionally, they can select whether or not they want the game to be open to the public or only open to other Steam friends (or even singleplayer). Matchmaking is also functional in its basic form.
With this seamless joining of multi-player games through matchmaking, a new problem has arisen. One player in a game can be either the host or a client; leaving a mutli-player game while being the host results in other players in the game being disconnected.
In order to solve this problem we are going to support unnoticeable host migration. This allows any of the players to drop in and out of the game without noticing a difference (regardless of being the host or client). This week I've been implementing a synchronization mechanism which is needed for the synchronization of fish AI.
So this week i have been tinkering around again with the Bismarck level.
The things that are changed are mostly small details such as fixing shadows, adjusting the vector paint some more, replacing objects that are sticking trough walls and baking some small lightmaps.
Also i added the pearl box and the ROV has been placed to light the Bismarck.
ROV + cusk eel: modeling & texturing
Started this week with finishing the unwrap for the ROV.
Baked a Normal and Ambient Occlusion maps and made the textures. Putting some light's on the model so you can explore the Bismarck level with this Buddy.
Made a new rig for the cusk eel and using standard rigging as well as vertex color based deformations for the animations for the eel.