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Devlog
Devlog - June 26th 2023
June 26, 2023
by
OzoneWipeout
More finalizing Last week I did manage to work a good amount of time on the project. It was mostly more repetitive work getting everything cleaned up, organized, documented etc. I did also add a littl...
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Devlog - June 19th 2023
June 19, 2023
by
OzoneWipeout
More asset finalizing Last week I did not work much on the asset. It only adds up to about a day worth of work. I went over the entire asset codebase and cleaned it up for the most part. It’s been p...
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Devlog - June 12th 2023
June 12, 2023
by
OzoneWipeout
Feature complete Last week I finalized the features for the initial release of the asset. A few mentionable features I added were the integration of the asset into Unity’s preferences window. This a...
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Devlog - June 5th 2023
June 05, 2023
by
OzoneWipeout
More documentation & polishing This week’s focus was once again all on finalizing, testing and polishing systems. I continued the documentation and finalized several more systems. The polishing and...
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Devlog - May 29th 2023
May 29, 2023
by
OzoneWipeout
Almost there! This week’s focus was pretty much again all on finalizing, testing and polishing systems. The testing went pretty well and the asset now works in all versions I want to support and all...
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Devlog - May 22nd 2023
May 22, 2023
by
OzoneWipeout
Finalizing & polishing This week’s focus was pretty much all on finalizing, testing and polishing systems. I’ve done a few small improvements and bug fixes here and there but there isn’t really...
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Devlog - May 15th 2023
May 15, 2023
by
OzoneWipeout
More improvements and customization tools This week’s focus was on creating menu layouts, polishing systems, cleaning up code, more quality of life improvements and a cool new feature for color pale...
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Devlog - May 7th 2023
May 07, 2023
by
OzoneWipeout
Black & White Settings Menu & Polishing This week’s focus was on the addition of many more settings, a bunch of quality of life improvements and overall polishing. For the settings, I added the rema...
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Devlog - May 1st 2023
May 01, 2023
by
OzoneWipeout
Almost there This week’s focus was on feature parity between the 2 Unity UI systems and various small but important and impactful feature additions such as the horizontal selector (input where you c...
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Devlog - April 23rd 2023
April 23, 2023
by
OzoneWipeout
Settings menu input fields for old Unity UI system This week’s focus was on the settings menu asset’s visuals development for the old Unity UI system and finishing up its features. While I persona...
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Devlog - April 16th 2023
April 16, 2023
by
OzoneWipeout
Getting closer to completing the settings menu asset This week’s focus was on the settings menu asset’s visuals development and improving the existing feature set. I started the week by doing anot...
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Devlog - April 9th 2023
April 09, 2023
by
OzoneWipeout
More development of the settings/options menu asset This week’s focus was on getting as much done as possible of the options/settings menu asset. Things did go fairly well and I’m getting closer t...
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Devlog - April 2nd 2023
April 02, 2023
by
OzoneWipeout
Recreation of the settings/options menu asset This week’s focus was on (re-)creating the new asset - the modular options/settings menu. Things didn’t quite go as planned this week. To be frank, th...
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Devlog - March 26th 2023
March 26, 2023
by
OzoneWipeout
Creating my first Unity asset to sell This week’s focus was on planning what to do next and the creation of an asset I want to put on the Unity asset store as soon as possible. After the recent stea...
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Devlog - March 19th 2023
March 19, 2023
by
OzoneWipeout
This week was a rough one for me. I had to take care of several serious family related matters. Unfortunately that meant I had no time or energy to work on anything game related. That of course means...
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Devlog - March 12th 2023
March 12, 2023
by
OzoneWipeout
Steam page problematic This week’s focus was on the game initialization process, a bunch of testing, research and planning. I started the week by preparing the steam progress report for February whi...
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Devlog - March 5th 2023
March 05, 2023
by
OzoneWipeout
Mod Selection Menu This week’s focus was on getting the mod system with the mod selection menu implemented as much as possible. I started the week by doing a rework of the main menu and mod selectio...
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Devlog - February 26th 2023
February 26, 2023
by
OzoneWipeout
Mod selection menu & realtime global illumination testing This week’s focus was mostly on more work for the mod menu and UI Toolkit as well as some testing on realtime global illumination options. D...
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Devlog - February 19th 2023
February 19, 2023
by
OzoneWipeout
Game initialization, main menu & modding system improvements This week’s focus was on the game’s initialization process, the mod system internals and how it’s going to be interacted with by play...
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Devlog - February 12th 2023
February 12, 2023
by
OzoneWipeout
The struggle with Unity's serialization system This week’s focus was on getting the multi project setup progressed as much as possible. I started the week by adding a few more core systems to the ma...
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Devlog - February 5th 2023
February 05, 2023
by
OzoneWipeout
UI Toolkit codebase, project updates & more This week’s focus was on the implementation of a UI Toolkit codebase and additional project related set up tasks. While there isn’t anything to show vis...
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Devlog - January 29th 2023
January 29, 2023
by
OzoneWipeout
Mod support for scene loading & UI Toolkit course This week’s focus was on improving the game initialization pipeline with mod support. For that I extended the mod system to better integrate with sc...
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Devlog - January 22nd 2023
January 22, 2023
by
OzoneWipeout
New computer & projects are up and running This week’s focus was on getting the software installed and set up to continue developing as well as getting the Unity projects for the game up and running...
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Devlog - January 15th 2023
January 15, 2023
by
OzoneWipeout
Computer Setup This week’s focus was on getting the physical and digital workspace setup as much as possible. I started with the acoustic foam and cabinet setup for the computer in order to reduce t...
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Devlog - January 8th 2023
January 08, 2023
by
OzoneWipeout
End of holidays This week’s devlog will be another short one as I haven’t had time to work on anything. Family left on friday but I didn’t manage to find time to work just yet because there was...
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Devlog - January 1st 2023
January 01, 2023
by
OzoneWipeout
Happy new year everyone This week’s focus was on quality family time. I did not work at all on the project in this last week of 2022 and will likely not get a lot of development time in the first we...
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Devlog - December 25th 2022
December 25, 2022
by
OzoneWipeout
More work on new computer This week’s focus was on Christmas preparations, more computer related stuff and other personal things. I did get in touch with the customer support for the computer I boug...
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Devlog - December 18th 2022
December 18, 2022
by
OzoneWipeout
Planning & new computer This week’s focus was on lots of planning for next year & preparations for the transition to the new computer. I’ve also started moving my code base into separate projects...
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Devlog - December 11th 2022
December 11, 2022
by
OzoneWipeout
New road mesh generation asset & guard rails This week’s focus was on the continued implementation of the new road mesh generation asset. I still haven’t properly finished the implementation of in...
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Devlog - December 4th 2022
December 04, 2022
by
OzoneWipeout
New road mesh generator & new computer This week unfortunately was another not so productive week as I had to take care of a few more personal things. On top of that my computer had serious issues wit...
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Devlog - November 27th 2022
November 27, 2022
by
OzoneWipeout
Town road network planning This week I didn’t really get around to work on the game because I was pretty busy with personal stuff. I have done a tiny bit of research and planning for the upcoming ro...
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Devlog - November 20th 2022
November 20, 2022
by
OzoneWipeout
World generation v1 tech demo This week’s focus was on getting the automatic benchmark system and with it the world generation tech demo ready for testing. I started the week by implementing the bas...
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Tech Demo - World Generation v1
November 17, 2022
by
OzoneWipeout
World Generation v1 Tech Demo A public tech demo for the first version of the game's world generation is now available for testing. This version includes the generation of the terrain(s), placement of...
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Devlog - November 13th 2022
November 13, 2022
by
OzoneWipeout
Road generation speed improvements & new weather/time of day system This week’s focus was on improvements to the world generation performance and more demo related work. I started the week by writin...
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Devlog - November 6th 2022
November 06, 2022
by
OzoneWipeout
Improved world generation & fog This week’s focus was on getting closer to the next tech demo. I started the week by getting more experienced with Unity’s new UI system called UI Toolkit by starti...
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Devlog - October 30th 2022
October 30, 2022
by
OzoneWipeout
Procedural vegetation placement & new vegetation renderer This week’s focus was on testing the performance of the game in a build and adding vegetation generation support. On Monday I created the fi...
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Devlog - October 23rd 2022
October 23, 2022
by
OzoneWipeout
Road network generation This week’s focus for development was on the generation of believable road networks connecting all the locations for future towns and points of interest. The development time...
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Devlog - October 16th 2022
October 16, 2022
by
OzoneWipeout
Environment generation & town placement algorithm This week’s focus was exclusively on the integration of the MicroVerse asset for the world generation. After a bit more planning and testing at the...
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Devlog - October 9th 2022
October 09, 2022
by
OzoneWipeout
Zombies, MicroVerse & Nature Renderer This week’s focus was all over the place. Originally I had planned to focus on the zombies for the bigger part of the week and while I did spend a good amount o...
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Devlog - October 2nd 2022
October 02, 2022
by
OzoneWipeout
Learning and testing UMA asset & planning modular zombie implementation This week’s focus was on getting familiar with the UMA asset in preparation for the implementation of the modular zombies usin...
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Devlog - September 25th 2022
September 25, 2022
by
OzoneWipeout
Covid recovery & no more infinite worlds This week’s progress was unfortunately very minimal. On Monday my girlfriend and I tested positive for Covid so my initial assumption of it being the cold or...
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Devlog - September 18th 2022
September 18, 2022
by
OzoneWipeout
Modular zombies research & testing This week unfortunately did not at all go as planned. I got sick early in the week and still haven’t recovered to a point that I could realistically work. I do bel...
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Devlog - September 11th 2022
September 11, 2022
by
OzoneWipeout
HDRP settings for improved visuals This week’s focus was on getting all the settings for the pipeline in order to get to the visuals I would like to have with the new pipeline. This took a lot more...
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Devlog - September 4th 2022
September 04, 2022
by
OzoneWipeout
Switch to high definition render pipeline This week’s focus was on the switch from the builtin to the high definition render pipeline (HDRP). I’m happy to say that the majority of the work for the...
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Devlog - August 28th 2022
August 28, 2022
by
OzoneWipeout
High Definition Render Pipeline Research and Testing This week didn’t at all go as originally planned. After I started testing the zombie customization with the UMA asset I noticed that the performa...
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Devlog - August 21st 2022
August 21, 2022
by
OzoneWipeout
Procedural Meadow Biome After my several week break of developing the game I started to slowly get back into the working schedule this week. I didn’t go back to the full work schedule just yet becau...
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Devlog - July 31st 2022
July 31, 2022
by
OzoneWipeout
Summer Break This week I was not able to work on the game at all. I’ve been doing a lot of personal stuff, had to take care of some family business and took some time to chill too. I will also be us...
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Devlog - July 24th 2022
July 24, 2022
by
OzoneWipeout
Start of new AI implementation & project page updates This week’s focus was on getting started with the new zombie implementation. I started with the basic implementation and have seen a decent perf...
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Devlog - July 17th 2022
July 17, 2022
by
OzoneWipeout
New zombie model & AI implementation preparations This week’s focus was on finishing the first working version of the new runtime navigation mesh baking as well as researching and planning the imple...
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Devlog - July 10th 2022
July 10, 2022
by
OzoneWipeout
Art demo v2 & Runtime navigation mesh baking This week’s focus was on getting the next demo out to testers. I managed to do that and contacted everyone interested. If I missed you for some reasons o...
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Devlog - July 3rd 2022
July 03, 2022
by
OzoneWipeout
Reworked temperate forest biome This week’s focus was on getting as close as possible to the next tech demo. Unfortunately I did not get the demo completely ready just yet and will require a couple...
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Devlog - June 26th 2022
June 26, 2022
by
OzoneWipeout
Improvements, improvements & more improvements This week’s focus was on more performance optimization and the addition/replacement of a couple of systems with assets that provide better performance...
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Devlog - June 19th 2022
June 19, 2022
by
OzoneWipeout
Multi Biome Support This week I was short on time due to family visiting and a family member moving into town. Therefore I only worked a little over a day in total on the game. In that time I managed...
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Devlog - June 12th 2022
June 12, 2022
by
OzoneWipeout
Vegetation improvements & logo designer research This week’s focus was on a variety of smaller tasks. I did some more work on the Steam page and steam appearance. In order to not waste time converti...
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Devlog - June 5th 2022
June 05, 2022
by
OzoneWipeout
Steam page update & first Steam update post This week’s focus was on the Steam page update and first Steam update post. The page currently only features a handful of images and a video with the new...
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Devlog - May 29th 2022
May 29, 2022
by
OzoneWipeout
Engine update & drawer drag to open/close mechanic This week’s focus was on finding and fixing the crash related to a newer version of the Unity Engine. I started by updating to newer versions in sm...
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Devlog - May 22nd 2022
May 22, 2022
by
OzoneWipeout
Art Demo Success & Engine Update Failure This week’s focus was on getting the first art demo out to testers and getting an initial benchmark for the photorealistic graphics. I started by implementin...
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Devlog - May 15th 2022
May 15, 2022
by
OzoneWipeout
Profiling & Improving Performance This week’s focus was profiling the game’s performance and optimizing, replacing or disabling systems that have too high of an impact on the framerate. Since I ha...
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Devlog - May 8th 2022
May 08, 2022
by
OzoneWipeout
Change of Art Style: Photorealistic this week’s focus was shifting from the stylized low poly art style to a photorealistic one. I’ve been testing this art style silently for several weeks now and...
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Devlog - May 1st 2022
May 01, 2022
by
OzoneWipeout
Tech demo version 3 & performance optimizations this week’s focus was getting the 3rd tech demo out to testers, doing a lot of project organization and implementing a few smaller systems such as the...
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Devlog - April 24th 2022
April 24, 2022
by
OzoneWipeout
Fixing Save/Load System & Tech Demo v3 Preparations This week’s focus was on getting the save/load system closer to a reliable state and preparing other parts for the upcoming tech demo. I believe t...
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Devlog - April 17th 2022
April 17, 2022
by
OzoneWipeout
Item placement extension & lots of bug fixing This week’s focus was on fixing bugs in the saving/loading and adding various improvements. In the last devlog I said I would write a mid week update if...
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Devlog - April 10th 2022
April 10, 2022
by
OzoneWipeout
Spawner data injection system & tech demo preparations This week’s focus was getting as close as possible to the next tech demo. For that I did rework the UI overlay when looking at objects since it...
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Devlog - April 3rd 2022
April 03, 2022
by
OzoneWipeout
New scavenging/looting mechanic This week’s focus was on getting the new scavenging/looting feature/experience as complete as possible. I made great progress on it this week and did initial performa...
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Devlog - March 27th 2022
March 27, 2022
by
OzoneWipeout
Procedural wall features & house improvements This week was split into even more experimenting with the new art style for the game and the creation of a couple new systems that should make the gamepla...
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Devlog - March 20th 2022
March 20, 2022
by
OzoneWipeout
Complete save/load implementation & further art style experiments This week was split into the continued implementation of various systems into the save/load system and more experimenting with the new...
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Devlog - March 13th 2022
March 13, 2022
by
OzoneWipeout
Save/Load system extension & art style experimenting This week I did mostly continue the work on the save/load system. While the basic system had been completed last week it still required small addit...
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Devlog - March 6th 2022
March 06, 2022
by
OzoneWipeout
Dynamic chunk save/load system this week's focus was on reworking the old chunk save/load system. The old version was created before modding support was added to the game and was far from being done...
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Devlog - February 27th 2022
February 27, 2022
by
OzoneWipeout
Tech Demo Preparations This week's focus was on getting as close as possible to a tech demo of the game. This involved the refactoring of the game’s loading system which I had created about 2 years...
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Devlog - February 20th 2022
February 20, 2022
by
OzoneWipeout
Implementation of new road asset This week I started with a lot of performance testing of all the procedural generation systems. Unfortunately the performance of the road network generation and the al...
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Devlog - February 13th 2022
February 13, 2022
by
OzoneWipeout
Procedural Building Placements & Improvements This week started off by having my shoulder x-ray and ultrasound checked. Fortunately nothing serious was found. It appears that I have very tiny shoulder...
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Devlog - February 6th 2022
February 06, 2022
by
OzoneWipeout
Procedural world generation systems refactoring This week I spent the entire week going over all the procedural world generation systems and refactored them like I said in the previous devlog. The per...
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Devlog - January 30th 2022
January 30, 2022
by
OzoneWipeout
Revisiting Procedural Vegetation Integration & Adding Masking This week I had to revisit the procedural vegetation integration with the procedural terrain due to a limitation I found out when trying t...
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Devlog - January 23rd 2022
January 23, 2022
by
OzoneWipeout
Road Network Generation This week’s focus was almost exclusively on procedural road network generation. Only on Monday I worked a bit more on the procedural terrain texturing for which I am not yet...
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Devlog - January 16th 2022
January 16, 2022
by
OzoneWipeout
Procedural Vegetation This week’s focus was all on the runtime vegetation for the procedural terrain system. I had a basic system for it working on the first day. Unfortunately the performance was t...
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Devlog - January 9th 2022
January 09, 2022
by
OzoneWipeout
Basic Runtime Terrain Generation I hope you all had a great start into 2022. I’m now back working on the game after a nice holiday break. This week’s focus was more runtime procedural terrain gene...
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Devlog - December 12th 2021
December 12, 2021
by
OzoneWipeout
Floor Plan & Terrain Generation This week’s main focus was generation related. I started working on a floor plan generation algorithm. While there is much more work to be done in this area generatin...
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Devlog - December 5th 2021
December 05, 2021
by
OzoneWipeout
Finished procedural house exterior generation This week’s focus was on getting the first part of the house generation algorithm completed . While it’s not 100% ready yet to move on to the automati...
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Devlog - November 28th 2021
November 28, 2021
by
OzoneWipeout
Modular Building Models & Suburban House This week’s focus was on making a collection of new modular 3D models for creating buildings. I used those models to create a new suburban house by hand to m...
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Devlog - November 21st 2021
November 21, 2021
by
OzoneWipeout
Finished first pass on zombies This week’s focus was on the zombies once again and systems surrounding them. I’ve added ragdolls to the zombies so they can properly die. The attacking behaviour ha...
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Devlog - November 14th 2021
November 14, 2021
by
OzoneWipeout
Hit Reactions & More Zombie Improvements This week I spent most of the time extending & improving the zombies. I added the idle behaviour to make zombies much more stationary than in the previous week...
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Devlog - November 7th 2021
November 07, 2021
by
OzoneWipeout
Zombies, Zombies & More Zombies This week I spent almost all of my time working on the zombie implementation . Since the world is fully procedural the zombie navigation implementation is more difficul...
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Devlog - October 31st 2021
October 31, 2021
by
OzoneWipeout
First teaser, first 100 steam wishlists This week I spent a lot of time creating a short teaser showcasing the procedural generation of the game. I first posted it on reddit where it got quite a bit o...
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Devlog - October 24th 2021
October 24, 2021
by
OzoneWipeout
Steam page is now public & even more improvements This week on Wednesday the steam page for the game got approved and I immediately published the page. I’ve done many small tweaks and improvements t...
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Devlog - October 17th 2021
October 17, 2021
by
OzoneWipeout
Steam page, testing and more improvements This week I spent more time on improving the house placement performance. I reworked the terrain alignment below buildings which previously caused significant...
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Devlog - October 10th 2021
October 10, 2021
by
OzoneWipeout
Optimizations & crafting system improvements This week's work was mostly about social media, optimizations, improvements and bug fixes. The biggest improvement was the spawning of the initial houses w...
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Devlog - October 3rd 2021
October 03, 2021
by
OzoneWipeout
#devlog
Welcome to the first devlog for Ozone Wipeout on Itch. My week was split into various topics. I finished preparing and setting up all social media presence for the game and already started using some...
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