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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.

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Modded terrains and a first pass at baking ambient occlusion in the editor...

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So this week I finalized the code that loads terrain assets. This now works fully with whatever mod you have active. A mod can insert itself at any point in the process in order to get a custom result. Basically the way it works is the game config is loaded along side the active mod config. From there, the mod terrains are loaded and then any base terrains that do not conflict are loaded. The result is an amalgamated list of terrains where the modded version always wins. Materials and textures for those terrains are then loaded via the same pattern.

Here’s the editor running with a test mod activated. The first terrain in the list is a modded terrain. Also notice the tip in the corner of the screen that tells you what mod is active.

Mod hint and modded terrain listing

Lastly I roughed in an algorithm for per vertex ambient occlusion to get more definition out of the terrain meshes. This is based on code submitted in the Unity community so it still needs a lot of work to fit Fractured State’s specific use case but, that being said, it’s a nice starting point. Ultimately, this will be a tool in the editor to bake ambient occlusion into each map.

AO Bake

One thought I wanted some feedback on is the ability to customize "stacks" of mods. The idea that multiple mods can be enabled at one time and they can stack on top of each other to create a more custom experience. Is this something you would be interested in seeing implemented? Voice your opinion in the comments or join the forum at FracturedState.net

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