It’s just a quick check in this week.
We’re super busy with all the things mentioned in the last update —
The new building system is beginning to take shape. I’ve been working on a crude tier system and basic structural support as well as gibs for destruction.
Our new ocean system, Ceto, is in place. Ceto is going to be a fantastic Unity asset and by far the best ocean system available for the Unity engine. However, it’s still not a drop in solution for Stranded Deep. Ceto’s current stage of development is missing a few features like shore effects that have taken a bit of work to re-introduce and integrate with our rendering pipeline.
It will be in the “work in progress” stage for a while as it continues being worked on by the developer and incorporated by us. But overall it’s been worth it and even in its current stage we’ve created a beautiful Frankenstein.
The new terrain is also progressing. At this point, there will be one island that’s been placed by hand which will primarily be a tester for placing all our new elements and trying different configurations. The rest of the zones are filled in with procedural content, or what we’ve called “resource islands”, which are similar to the islands that exist now.
There’s still a lot to do this week, but sometime towards the end of the week we’ll be cleaning up most of the loose ends and hopefully getting it out on the experimental branch 🙂
:: Beam Team