Tuesday, December 29, 2015


Third Update! Great start so far (1 a day for 3 days in a row :3 ).

First off, I started on "Tiling" the world. Unity doesn't support large-terrains (They do) but not high-detailed ones. The larger the terrain in Unity, the less detail it supports. So I used multiple terrains to create what I call a "Tiled Terrain" which will allow me to create large-scale high-detail terrain:

The tan square is the original square, you can get a size reference by looking at that white / glowing part in the middle of the tan area. That's the candle / player. These new tiles have not yet been textured (Which is why they are colorless) but I did that on purpose to show off what I meant.

This means I will now be able to support MMO-Open world sized terrain but it will be a little hard to make the borders fit together nicely when I get into things like Mountains, Rivers, or anything that isn't flat really.

Working on creating Grass, Snow, and such but those are much harder to tile with a seam (Basically they're harder to make look HD without looking like a single image randomly placed everywhere). Whereas sand is always much easier because of the way it curves and rather simplistic comparatively.

Now on to the sand, I tried making it more realistic by adding a "Normalmap" which basic fakes lighting to make it look more 3D even though it's a flat image.




Which do you guys think looks more realistic?

At any rate, unless I can figure how to create an option for players to disable normalmaps, I won't add this to the game due to the fact that this game looks realistic, but that's the problem. I also want this game to be able to run on low-end PC's, so I can't go crazy with the graphics.

Let me know what you guys think!

As always, thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :D

Monday, December 28, 2015


Don't know why I put so many 0's behind the last update...

Anyways, today was about Gameplay (And a few modifications to the main menu).
The biggest thing there is right now is Guns, I am using a somewhat-costly Unity pack called UFPS that should help make things easier in terms of creating guns, and having players interact with stuff. (But I probably will end up stripping the pack and making my own version) since I like being original. The cloud is mostly setup, you 'should' be able to shoot each other and see each other perfectly but nothing is set-in-stone and I haven't been able to test (Due to some errors in the game).

But here's what I got:

That screenshot just shows the player crouched over and moving to the right (Explaining the tilt).
Just to test out graphics and such, I added a giant metal candle and a flare. (I'm going to remove the metal part of the candle and make it less shiny).

As you can see there is a cool UI going on right now, it displays your ammo, what gun you have equipped and at the top left you  can see your name and health.

But those right now are just images, the gun at the bottom right won't change no matter what gun you have (But the ammo will) and at the top left, it won't change depending on your health or what your username is (Right now). But I plan on making those work fully in the future. I also plan on making it like a "Visor UI" so when you move around it's as if the GUI delays for a moment or moves slightly differently as if the GUI had to keep up with you.

Anyway, here's some shots in the sand (You'll notice the bullet holes look like they've been shot in metal) that's because it's a generic hole right now, and in the future will depending based on what was shot. You may also notice at the bottom right some bullets are missing from the shots.

The world right now

And finally for the changed I made to the main menu. I pushed the camera forward and to the right some to get near the sniper, I gave clouds 'realtime' shadow generating so now they'll change the lighting of the world as they pass over, I also plan on attaching "Rain" objects to them, so the rain will actually be coming from the clouds!

I created a quick GIF to show off the main menu:

The Aspect-Ratio of that GIF is about 1:2, but the game is made for16:9 (Or 16:10). The clouds are a bit fast but, eh. Also they appear within the screen of the menu so I'll work on that.

As always, thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Sunday, December 27, 2015


This is update #1 for Feather in a Wasteland!

The progress is already soaring, not much in terms of gameplay, but lots of shaders, Networking Code, and hidden stuff you can't see. But what I really want to show you guys is the Main Menu!

Now it's not the most beautiful, but I'd love to know what you guys think! (The clouds ARE casting shadows BTW :D)

This menu took me awhile to get setup, and I'm pretty proud of it, I have some different versions I'd like you guys to look over, if anyone reads the blog anymore, please let me know in the comments which one you like best (and why!)






In terms of gameplay, 20 players can connect at a time (Like usual) because that way I don't pay any money. They can see eachother, move around, and there's some cool camera effects applied that makes the world look a bit prettier!


  • Networking Code
  • Base Movement
  • Main Menu (V1)
  • Basic Sound
  • Basic Terrain (Flat w/ Texture)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Saturday, December 26, 2015

Multi-Project Theory

Statistics Celebration!
This is the 101st Post on this blog!
All blogs Added: 258 Posts

Since my first blog post (On this blog) it has been:
479 Days! (Avg: 479/101 = 1 Post every 4.74 Days)

Since my first blog post (Ever) on game development is has been:
759 Days! (Avg 759/258 = 1 Post every 2.94 Days)

Pageviews on this blog: 3,649 (3649/479 = 7.6 Views every day)

Pageviews on all blogs: 17,471 (17471/759 = 23 Views every day)

My most popular blog was THIS one, I guess my development just hasn't been as popular since then, seeing as how that one only has 80 Posts, and 48+% of all my views.

Add 1 day to each in about 30 minutes, since this edit is being made at 11:34PM


I came up with a theory that I think will help me get some games completed. Rather than moving on to the next project when I feel tired of the one I am currently working on (As I have done the past 3 years) I will multi-project. This concept means that I might work on a project for awhile, then go back to an old one, then a different one, and come back to the latest. This theory is not perfect, I just want to see how it turns out.

Official Projects:
*NEW* = New project that I might work on soon
*OLD* = A project that I started awhile back and might resume sometime soon, if it is an old project I will link to the last update ever done on the project.

"Feather in a Wasteland" *NEW* > Open World / FPS / MMO
"Sub Rosa" *OLD* > FPS
"MMO" *Cancelled*
"Survival" *Cancelled(?)* (To be resumed?)
"New Game" *OLD* > FPS
"Contamination" *OLD* > FPS/Survival/Horror
"Innovation" *OLD* > Game Engine

For those of you who watch Anime like me, you may be familiar with the show "Sword Art Online". Well ever since I saw that show my goal became to create an MMO world of my open with Dynamics, Realism, and an ever-evolving world that I could control with a pad, send armies to hero towns, raise the dead, or have the game itself generate quests. (Of course I'd also like to give it Oculus Rift Support - But I don't own one (Too expensive)).

Anyway, if you have seen season 2 of sword art online, the main focus is around a game called "Gun gale online" a open world gun MMO game based around the apocalyptic (But industrial / futuristic) world. The point of the world is for players to wander, kill each other, and do quests well collecting rare and common guns. There are mini games, challenges, and tournaments held. And vehicles may be purchased too. There's a lot about this world I wish I could explain but you would need to watch the show for yourself!

I am not trying to re-create this world, but create my own version (Or own interpretation) of what I think a game like that would be today. And that's the new project called "Feather in a Wasteland" (The name is subject to change, as it was sort of quickly thought up).

I cannot say how often I can work on each game, and I might push some more through, hell there's a good chance that some of the stuff I listed I won't ever end up working on. But I just wanted to officially bring up my plans. I plan to also be more active on the blog (Especially through the next week) but I cannot promise anything, school is sorta-taking over and it's more important right now)

Games I've worked on over time: (Not in any order)
Axe (Never blogged)
Sub Rosa (Most Successful)
The Big Room
New Game
New Game 2
The Shadows Within
Alone World
Alone World 2
The Bafin Analogy
Survival 1
Survival 2
Champions of Norrath (PS3/PC Remake) - Never blogged update
Apocalypse Simulator 2048!
Cookie Clicker 3
Lonely Awakening
Contamination Alpha
Innovation (Link to be put later)

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Friday, December 18, 2015


I did the same thing with both games (Future updates will be posted at the same time, but separate posts because separate things would be happening) but for this first update, I got the networking done. Both games will allow up to 20 CCU (Concurrent users) on the game at a time, both track player movement over the network. The MMO has a few test buildings, and the survival has a cube on the ground for detecting pickups.

I am sorry that I wasn't able to spend much time explaining updates, or providing pictures, or making the post interesting. I have been focusing a lot on school and just haven't had time, so the small amount of time that I do have I want to squeeze this post in, sorry for the boringness of it! (I actually have had this update done since a day after I made that MMO post,) but just haven't had time to get it through, but Christmas Break is here, so I can sit back and relax for a bit. Can't do updates sadly because I'll be visiting relatives for the break, but it will allow me to regather my thoughts, hope to get something interesting to you guys in a couple of weeks, but until then there won't be any updates, sorry. (I estimate about 12 days from today until my next update).

Thanks for reading, feel free to leave a comment, and I'll see you in the next one! Stay awesome :)

Monday, December 7, 2015


Just to be clear, the Survival game will be the focus since it's more likely than the MMO, but I will be working on the MMO.



I'm going to be straight forward, I want to make an MMO. I always have. I started wanting to make an MMO when I was 9, after seeing World of Warcraft and some other games (Fiesta Online) and my dad & brother always go on about Ultima Online when they were a kid. But what really gave me the kick is SAO (Sword Art Online) an anime about a virtual world that 2000 gamers get trapped inside (Its an MMO) and if they die in the game they die in real life. So my point being is that, I'm cancelling all current projects and pushing toward MMO.

Some details,
*The world will never be persistent
-This means that the world will constantly changed and be honest about it too, what was a city for the humans to gather at may become a city overrun with orcs depending on what events occur in-game, no dungeon is done twice (They will be generated).

*If you die, that sucks.
-If you die, your dead. You respawn at the nearest "Team"-controlled graveyard, you have 5 minutes before your stuff becomes lootable by everybody, 10 minutes before it's gone forever. Your items are never safe.

-Players may set up shops and Shopkeepers to run their own business, all in-game currency is planned to be trade-able for RealLife-Currency.

-Majority of the land in the game is owned by the 'World" but some of it will be purchasable by players with in-game currency, depending on the amount of land they can build shops, houses, or even an entire city that other players come and buy land off of you!

-Unlike a lot of new MMO's and such the game will be completely 3D, not 2D.

-I'm not planning for this game to be easy, this game will require a lot of time to get anywhere and when you do, you'll definitely have the bragging rights.

*Events & Game-masters
-Gamemasters may not be purchased, they are people deemed by me suitable to host events, but are very limited in their power. Events occur every so often, sometimes minor and sometimes huge. You might have just bought a house in a town, or was just trading in a city, when all of a sudden your area is overrun by an orc army, players will either defeat the orcs (And cause the humans to attack an orc city) or they will lose and the orcs will capture that city. Thus a non-persistent world because where you spawned as a newspawn, or traded with people at may no longer be owned by your faction, and so the dynamics may change.

*Forced World
-Because the world may constantly change, updates are forced, so no server may run behind.

*Size Changes
-Depending on the worlds population (How many players play the game daily) the size of the world may change. The plan is for the world to start at only about a mile long, but to expand as the game gains popularity, the whole point being that the "Gods" created the world and that when they feel the world is becoming too overpopulated they expand it to help balance things out.

These are just a few ideas running around, as for development right now we have a few codes behind the network, I'll get back to you later!

*I plan on releasing first update today or tomorrow

Thanks for reading, feel free to leave a comment and I'll see you in the next one! Stay awesome :)