• Register

Fractured State is an urban combat real time strategy game that takes place in the pseudo diesel/steam punk decay of the nation of Laperia. It features simultaneous interior and exterior combat to power building-to-building fights, cover and flanking, and weapon accuracy modelling and reloading.

Post news Report RSS Development Update #5

This week: Keybindings, PBR Barracks, and the Hospital, unwrapped!

Posted by on

Part 3 of Watch Over her went up yesterday, so be sure to check it out!

Matt

Continuing my trend of "doing crap that's long overdue", this week I tackled the initial implementation for mappable keybindings. These get saved to the player's profile so if multiple people are playing on the same installation they should be able to just load up their profile and not re-bind anything. I also had to make a new UI widget to support mapping keyboard input to a command. I took the liberty of building it myself because Todd has a ton on his plate right now.


I've got a fair bit more to go on this, but the basic logic is in place and working. And it doesn't look completely awful (I told you it'd be fine Todd!).

Todd

Aside from working on the Chronicles I have been continuing the process of switching over to the PBR shaders, with that said I have the barracks exterior to show today. I might still tweak the walls a bit more but this at least gives you a sense for how much more dynamic the PBR is. I am also beginning to understand the need for multiple reflection probes on each building, as it helps to dull some of the oddness that comes from the box projection. (PBR shaders on the left, old shaders on the right)


Ryan

This week I will show you the end of the hospital’s modeling process. Up to this point I had been taking Todd’s concept and making it an asset for use in the engine. That had included the early block-out followed by a more refined model. Detail is added slowly until it is complete and needs to be optimized. Once optimization is complete, I can unwrap the model. So here we have the finished, untextured model in the 3d modeling software, not in engine:


After this is the unwrapping portion of our asset creation. Now, because we are making a certain game with a fixed camera, some things will be closer to the camera. So those things will need more texture space. So once all the geometry is unwrapped with as little warping as possible, the giant tetris game begins as i try to layout all the tiny (and quite a few not so tiny) pieces. Hopefully this means that everything fits in the required texture space, with as little spare room as possible. Any unused texture space is basically a waste of cpu resources down the line, so you better be good at tetris. With the unwrapping complete, I can take a look at any obvious warping on easy to see spots, make any adjustments as necessary, and then I will make a quick texture test to see if there is anything staring me in the face.

hospital2


Everything looks good here, so now I can pass it off to Todd so he can give it that hand painted look we like so much.

Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Icon
Fractured State
Platforms
Windows, Mac, Linux
Developer & Publisher
Mechanical Monocle
Engine
Unity
Contact
Send Message
Release date
Game watch
Follow
Purchase
News
Browse
News
New
Post news
Report
Report
Share
Related Games
Fractured State
Fractured State Real Time Strategy
Related Engines
Unity
Unity Commercial
Related Groups
Mechanical Monocle
Mechanical Monocle Developer & Publisher