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One of the most important changes made from the last development diary, is that Gorf is now holding the tongue with his hand; If you look closely, you can notice that he is actually adjusting the hand position depending on the objects position; So this animation isn't fixed, rather dynamic;
Posted by IvanJMandic on Apr 17th, 2013
Nucleotide game development diary series covers the development progress of the eponymous game in a form of video blog. This is our latest video:
Hello there; Ivan here, bringing you the updates on the Nucleotide game development;Before I start, I would like to announce the name of our player character, his name is Gorf;One of the most important changes made from the last development diary, is that Gorf is now holding the tongue with his hand;If you look closely, you can notice that he is actually adjusting the hand position depending on the objects position; So this animation isn't fixed, rather dynamic;Additionally, I've improved the tongue physics, so that if the dragged object encounters an obstacle, Gorf will get stuck; This behaviour is expected, but I didn't implement it until now;One of the coolest updates I've made since the last development diary is on of the attacks;If I press the Q key on my keyboard, Gorf will rise from the water and start swinging the object around himself;While in this state, Gorf isn't able to change his position, but he will change his rotation;Since it is important for aiming; Gorf will continue to swing the object as long as I hold the left mouse button down; Once I release it, Gorf will throw the object in the direction he is facing;There are many improvements I have to do regarding this, so it will definitely look much better in the future;If you watched the last development diary, than you must notice the changes done on the scene; Since this scene is made only for development diaries, It does not show the level of detail and art planned for the final game, but it does have some elements that will stick;I wrote replacement shaders for some basic materials, to achieve the texture detail noticeable on the mushrooms, plants, rocks, and fence;In the field of computer graphics, a shader is a computer program that runs on the graphics processing unit, a.k.a GPU;There are three types of shaders in common use: Vertex shaders - Which manipulate position, color, and texture coordinates for each vertex given to the graphics processor;Fragment shaders: Which compute color and other attributes of each fragment;Fragment shaders range from always outputting the same color, to applying a lighting value, to doing bump mapping, shadows, specular highlights, translucency and other effects;Fragment shaders are also known as Pixel shaders, but that term is incorrect, since fragment shaders operates on "fragments" which may, or may not, end up as actual pixels, depending on several factors outside of the pixel shader.Geometry shaders That can create new primitives, unlike vertex shaders, which are limited to a 1:1 input to output ratio. Geometry shaders can also do layered rendering; this means that the Geometry shader can specifically say that a primitive is to be rendered to a particular layer of the framebuffer. A geometry shader is optional and does not have to be used. Geometry shaders are a relatively new type of shader, introduced in OpenGL 3.2 and Direct3D 10; I've wrote a script to make the plants move, which interpolates from the original rotation to a random one, but this is only temporary; I will work on this feature in the future;I'm not talking about the grass underneath the water surface, that was achieved with Unity Terrain detail mechanism;If you like this video, click the like button, share it with your friends and subscribe if you didn't already;My name is Ivan Mandić, thank you very much for watching, see you soon...bye :D