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Mugalo. Lilith is a simulation of a galaxy: alien tech that bypassed your firewall and loaded to your PC. The galaxy teems with sentient, apathetic beings who already know they’re simulated. That’s life. Until you parasitically control one (and their spaceships) and begin a dangerous journey across the galaxy. Peace and order have been torn apart by the Nacho Wars and trillions of souls are fumbling through the chaos of their existence. Help your being survive the maelstrom of space, navigate to outlandish civilizations, fight for those who follow you, and get to Lilith (planet) -- a planet of promise and fresh beginnings.

Report RSS Philadelphia (Hello), Chuck Mangione, Trees, Rocks, Lighting, Weather, Day-Night Cycles

I moved to the great city of Philadelphia. I also picked up a few classics at the record shop. But mostly, I wanted to make a jungle planet.

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Cardami pluge (my apologies).

It took a long time to put this post out. I was working on many sub elements (trees, rocks, lighting) required for this post — and I simultaneously moved to the great city of Philadelphia. I also had to swing around and do some errands. More on that later.

I wanted to make a jungle planet. I figured that if we had a jungle planet, we would have a lush natural world to begin realizing some of our gameplay ideas on. In order to build up the “nature” that exists on a jungle planet, we had to mingle into many separate areas: Weather, Fog of War, Day-Night Cycles, Trees, Rocks, Vegetation, and Lighting. Ultimately much of this time was spent within the microcosm of HLSL (High-Level Shader Language). Our new planet shader now draws the planet’s surface, fog of war, and some day-night shadow effects. This little pocket of code has become pretty complex as it must react to many different lighting & FX scenarios. But as I said, I had to swing by the record shop, and pick up a few classics, and so I was tight on time.

These trees are mostly created using unity’s built in tree library, with a couple of custom scripts for generating fruits and some other special effects. Notice the final tree, it kind of looks like a mangrove tree. And mangrove sounds like Mangione, as in Chuck Mangione — the phenomenal Jazz artist — I was able to pick up the record containing his hit single, “Feels So Good”.

greatbloodtree junglekelp

trees mugalo

I also created a “rock-randomizer” that can create millions (if not a larger number) of unique rocks. It’s possible that every rock in the game will be slightly unique. I don’t know why this matters, but it is kind of neat to imagine that MANY unique models. I wrote a script that modifies a whole bunch of their properties and gives them unique surface geometry:

jungle rocks textured_rocks

These storms were a nice touch. As they rove across the planet’s surface, they almost remind you of the gentle disco-kick buried within Chuck Mangione’s hit single, “Feels So Good”. I may work on this more, to make the weather game-mechanics interesting, but here’s what we have for now:


Finally, I assembled everything into a single scene, animated some things, and loaded the new shaders & lighting effects. If you watch closely, you can see the planet slowly rotating, day turning to night, and little shadows slowly creeping past the plants as the sun sets:

Ok, this might seem kind of random to just throw at the end of a post, but, if you get a chance, try to listen to Chuck Mangione’s hit single, “Feels So Good”. It really is pretty good.

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