Devlog - November 27th 2022
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 road generation for town interiors but that’s about it. In the coming week I will focus on the implementation of a different road mesh generation system and the generation of the road network within towns. The reason I’m looking into switching to another road mesh generation system is the lack of support for connecting different road types in the current road system I use. For that, I will be using a system I have previously worked with that has great support for the road features I need in the future. The algorithm that calculates where and how roads should be distributed will be done with the old system and the new system will simply extract the road placement data and generate the meshes accordingly. I would like to thank everyone that ran the benchmark test in the recent tech demo. The data provided gave me a good insight on the performance requirements for the game so far and how much I will likely be able to add going forward.
Notable tasks this week:
- Researched & planned town road network generation
- Planned usage of different road mesh generation asset
Wishlist on Steam
Join the Discord
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.
Get Ozone Wipeout
Ozone Wipeout
Procedural open world, post apocalyptic, zombie survival game
Status | In development |
Author | OzoneWipeout |
Genre | Survival |
Tags | 3D, First-Person, Moddable, Open World, Photorealistic, Post-apocalyptic, Procedural Generation, Singleplayer, Zombies |
Languages | German, English |
Accessibility | Configurable controls |
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