Floatlands is a lowpoly survival-exploration fps game where you play a robot as the main character. There will be random events/quests (defending, collecting, exploring) across the world for you to complete. Important part will be the resource gathering aspect - with gathered resources you’ll be able to build and upgrade your own custom base/shelter and defend from enemies (raiding). The game world will consist of several biomes/environments such as normal, desert and snow. Each island will be different and have unique features (from biome, weather, flora & fauna structure) because they will be procedurally generated.
DOMEN KONESKI & ANDREJ KREBS
Me and Andrej have done our first live stream, explaining some core mechanics of Floatlands while showcasing the EGX Rezzed demo build. Andrej also did a quick tree sculpting for our new biome. Bear with us that this stream was our first one and we were pretty shy doing it. Check it out!
I have made some changes to the terrain generator. It allows water to be rendered, hills/mountains are more exposed now allowing us to create different types of terrain with ease.
Started setting up Floatlands Wiki and worked on the item and main page. I prepared the template for the individual item’s pages and filled out some basic resource pages.
Modeled some trees for the swamp biome and made LOD’s and colliders.
This week was mostly about rushing to create a game build for mid-game development testing. A few changes were made in controller menu, but it still needs fine touches. New logic was implemented for drone movement, which is now completely physic based.
These past couple of weeks I worked on pimping up Close encounter shotgun, added ricochet particle effects and blood effect. Otherwise, I just spent my time fixing bugs for upcoming demo build.
Since we’re frantically preparing the demo for the SGC event, there’s really no point of pumping out new concepts and content. Therefore its time to rework some of the older ideas. We’re dumping the wooden fences and completely overhauling the buzzard. The changes wont be extreme, but since we’re constantly evolving I think its appropriate we update the older assets as well.
Spartan & Roman skins; Dropship destruction; Clouds & flowmap; Controls menu; Swamp biome assets.
Adding clouds and a world map; More player skins; New swamp biome concept; Drone movement & destruction; Dropship movement
Ideas for armour sets & jetpacks; Armour sets; Drone destruction; Logic Gate system; Recording voices for NPCs.
Graphics/game settings; Junk recycler device; Scouting drone; Dropship; Skins
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