NO RETURN Procedural Grass A look at how procedural grass and game play systems are coming together on the full 350sqkm open world map.
Posted by Scotland3d on May 12th, 2014
May 11th 2014
Game types mentioned a few weeks ago have been getting tested out for the first time. Pure hunting works but will take a bit of time to finish. Fugitive game mode is also started and works to a degree so you can now wander around the entire map and kill them as you go or avoid them if you prefer.
Fugitive Video Here : Survival and Hunting Game Open World for PC Videos Don't forget to subscribe.
Basic Hunting Video Here : Procedural Grass And Hunting Video
Survival features like crafting etc will come when the inventory is ready. New weapons and a lot of things tie into that system so until its coded in a lot of survival features are absent. Expected this month for testing so not that long off.
I populated out a 38 sq-km area to see how hunting will work and it works just like a basic hunting game. Ive now got to delete it all and get the spawning system working which will mean some AI changes but does mean the full 350sq-km map will be populated for you all to enjoy soon enough.
Fugitives spawn in all the time and will give you something to shoot at constantly. It plays like a zombie game with fugitives attacking you wave after wave. Its lucky you have unlimited ammo as it ends up a blood bath. Once the inventory has been tested out the actual game play modes be included. Until then expect a mash of different game tests to be included in downloads.
Procedural Grass Update
I did a bit more to the procedural grass but its still early dev. With more time spent on it I'm sure it will look fine when finished. Getting it working with the lighting was the main thing.
Some new tree textures have been tested out and the forests should look a lot better when I get more time to work on them. For now I think some of the screenshots give you a good idea of how development will progress. The procedural grass system still has a lot of bugs but nothing that cant be fixed with more time.
Happy Birthday NO RETURN
NO RETURN's very first video was posted over a year ago and its amazing looking back on some of the very early tests I did way back then. It puts it all in to context and makes it seem worth while when I see how it has progressed steadily over time. A Big Thanks to everyone who has shown their support as its a struggle to get any indie game made let alone available for download. Hopefuly the next few downloads will be a good way to mark a year under development.
Subject to change due to the amount of work going in to the development build at the moment. If all goes well within a week or two it should be ready for you. The programmer has it all working but I need time to get to grips with the system first and then get it out to you. With that included we will have hunting, fugitives and survival game-play added and working on the full scale map. A great achievement for us.
INTERVIEW with Head Developer Scotland3d
You play the game everyday, whats is it like now?
All I can say is that I am more than impressed with it in its current state. Wandering around the open world has been very barren for a long time, with the addition of procedural grass and a new spawning system under development the entire map has come to life. Animal and fugitive AI may not be great but at least they work and are kill-able which is the main thing. How they behave in later versions we will need to wait and see. Particle effects, model quality and textures will all be updated in time. Keep in mind this is a prototype and a lot seen in videos is for testing.
How is the much anticipated Inventory system coming along?
I'm sure you will be impressed with it, as I was when I first saw it in action. Its a development HUD so don't expect brilliant graphics but it does the job. Its got some cool features but its a bit away from a download, I should be getting some screens up and testing it within a few weeks.
Why are you seen with the AK47 so often?
weapons tie into inventory so until thats done the weapons are in limbo. Whats more vital is that the weapons work and bullets impact and kill. Sadly model quality, sounds, animations particle effects etc all take second place to making the game work.
The game seems to have taken a jump graphically, what else is planned?
Obviously texture and assets quality can be upgraded anytime so again I'm more focused on getting all the systems added in for the time being. Some new textures and better grass make it look better and it will only get better visually as I finalize more stuff.
Below is a cool video showing you all some of the workings behind what you see. subscribe, watch, follow, tweet, do it all and show your support, its much needed and appreciated. Two guys can achieve this without funding, imagine what we could do with some.
Turn it up to HD or you will get a blur. Sadly the wireframe footage looses some quality but again its
much better in HD to view it. As many will see and work out for themselves a lot can still be improved for better performance. Running at over 90fps for a prototype is great news and I'm sure the game will run when finished. A great achievement for us both and with a long way to go its good to know the main systems will all run. I hope you all enjoy the new videos and dev progress.
Major changes incoming in the next few weeks so keep your eyes on it. Inventory is going to add another piece of the puzzle (major part) and its looking super cool.