This is a mashup of several genres and ideas, wrapped up with an excuse of a story. There's factory management, talking to npc's, driving a submarine and some shooting. Couple of mission types to complete, hopefully few hours of fun ;)
I've worked some on adding more detail to world around player while diving, first the foliage, now some fish. For the weeds and rocks I've built a custom detail generator a while ago.
Nothing fancy, let's me select which meshes to spawn and some controls on where and how. Range of options is similar to how built in material grass is configured, extended a bit for randomization and placement.
Artificial life on other hand, presents range of interesting problems. I thought for a bit if maybe I could use the grass system to spawn lots fish instead of foliage, but that would be problematic actor-bounds-wise and with group movement. Instead maybe I should just do the same as with foliage and drop bunch of particle systems on random spots or maybe try and make only one system, attached to player that would handle all decorative life in one place? You'll never guess, I've ended up doing both ;) Just that for now I don't spawn fish systems on whole map, just in few, manually selected places to not stress the fps budget. The rest is generated around player actor as it moves and it kind of feels okeyish for now. The count on 'stationary' fish could be higher, in future pass I recon it might be worth to write a system where few types of fish fx are cached and reused as player moves through the world rather than have so many of them spawned at all times.
Still wip, fishes need some movement tweaks and limits but it looks like this:
Concluding, while adding detail to world might not produce great results it's still fun to do ;D
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