Proving It's Possible


Deep Space Enigma is proving to be incredibly hard to develop. The simplest tasks require entirely new techniques, which is why I'm so proud of the progress I've made so far. This update provides a stable foundation to build on.

What's new?

- Trees! Seems like something so simple, but when you have to have a bunch of non-static trees attached to a spherical object that's hurling through space, everything from rendering to wind effects becomes so much more difficult. I have the base tree system programmed, but it still has a long way to go. Tree's may pop in, and you may notice frame drops on older graphics cards - I still need to optimize.

-NPCs! This isn't fully implemented yet, there's only one NPC and he just stands there. I programmed the base ai and pathfinding,  but I'm waiting to get further in development before I dive too deep into AI.

-Grass! Like trees, this was pretty difficult. Each blade of grass is its own rendered object. Making it look way better than Unity's built-in grass.

-Foliage! This was easy to implement after messing with trees...

I started working on the game structure, so there's now a main menu and loading screen. -I know, whoah.

I'll be posting Tech Discussions where I'll go into detail on how I got this far, and how I made working with spherical worlds possible. If you want to keep up to date on the progress of this game, or if you want to get an in-depth perspective of new techniques in Unity, be sure to give me a follow! 

I have big plans for this project and now that I know I have the capabilities to build it, It's full swing ahead.

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