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Floatlands is a lowpoly survival-exploration fps game where you play a robot as the main character, going up against other robots in a procedurally generated world.

Post news Report RSS Floatlands devblog #6 - implementing build mode

Creating a material scheme which ultimately affects the build mode. Explaining the build mode itself and various build tiers.

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Hi there,

today we will present you another feature of our Floatlands game – BUILD MODE. Players will be able to build their own structures to protect themselves from threats and store their possessions. This feature is closely tied with the resource gathering aspect of the game. It’s simple really, to build any kind of structure you need materials. That is why we first thought out a material scheme.

Disclaimer: information provided in this document is intended for informational purposes only and may be changed or updated.

Elements/materials differentiate between themselves in rarity and later on in tier usability (rare materials are needed for more fortified structures). From basic natural resources and animals that were already incorporated, we now had to convert this into usable materials for construction. Certain materials need to be processed and smelted in order to be used. This is where a FURNACE comes into play:



PLACING STRUCTURES


So, now that we have the materials sorted out, we get to play with construction. Constructing is based on one structure/element (foundation, floor, wall, stairs…) that you’ll be able to rotate and snap to another element-thus creating a building according to your wishes. In order for this snapping system to work, our 3d artist and programmer had to create all the elements and assign them locators and snap points. The positioning of these elements works through raycasting.



BUILDING TIERS


For now we designed elements for 3 building tiers: WOOD, STONE, REINFORCED STONE.

WOOD


wood tier

STONE


REINFORCED STONE




That's just the basics for now. We will update you with our next developments soon!

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