Devlog - October 9th 2022


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 on the implementation, it’s not yet anywhere close to being possible to showcase. I’ve also started the retexturing but paused it to start getting into the world generation asset I talked about 2 weeks ago as it had just been released. I spent a good amount of time familiarizing myself with the asset and tested its performance and whether I could use it for my own world generation needs. I’m really impressed by the assets performance and versatility and will be starting the integration of that asset next week. Unfortunately this means the zombie implementation and visuals will be delayed once again as I will always prioritize areas I am more uncertain about. From what I know so far about the asset it should be rather straightforward to implement at least the new terrain generation next week (probably more). I also briefly looked into a vegetation rendering asset alternative to replace the one I currently use. I believe to have found a suitable solution which looked promising in the limited testing I have done. I can’t wait to dive into the new world generation possibilities with the new asset next week and look forward to providing more details about the actual generation when it is working.

Notable tasks this week:

  • Started implementation of zombie logic
  • Created blood splatter textures for zombies
  • Started zombie model retexturing
  • Purchased and tested MicroVerse asset, an asset for environment generation (terrain, texturing & procedural vegetation placement)
  • Purchased and tested Nature Renderer asset to replace Vegetation Studio Pro for vegetation rendering

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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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