Devlog - June 12th 2022


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 converting vegetation for seasonal and wind support I started adding vegetation using the original models. This allowed me to test out some of the limits for vegetation density and variety before committing to converting specific vegetation models. While doing that I came to the conclusion that the current approach for handling the runtime procedural vegetation would not allow me to maintain a reasonable performance. This is because of the use of multiple vegetation systems which was so far the only approach I was able to implement that allowed me to couple it with a fully procedural world. After a good amount of testing this week I believe I have found a better solution that only requires a single vegetation system. I’ve only had time to test it with manual setup but I think it should be possible to set up the automatic version in the coming week. This new approach will require some modifications of other systems later down the road but that’s something I will be talking about when that time comes. I’ve also done a good amount of project cleanup which was mainly focused around removing low poly models and other legacy assets. Since the switch to photorealistic graphics I no longer need those and there is no reason to still have them reside in the project(s). Lastly, I spent about a day looking on various freelance websites for a potential designer to hire for the creation of the game’s logo. I found a few that might be suited for what I am looking for but haven’t decided on one yet.

Notable tasks this week:

  • Further updated Steam page
  • Tested a bit denser and more diverse vegetation
  • Researched game logo designers
  • Project cleanup

Wishlist on Steam

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That’s all I got this week. I hope you are all doing well. Stay safe out there and I’ll see you next week.

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