Very, very early coop testing screenshots

Alpha 1 build 915 screenshots

I’m prototyping my wilderness survival game. The game is aimed for 2 players, and my first goal is to create an island scenario where two lads have to survive for several days. Players will have to make choices about what they’ll do with limited time. Will they recon the island to find a better place to set up the camp? Will they hunt? Find water? Collect firewood? Players need to work together and decide what’s the most important for survival right now, and keep in mind they gotta build a signal fire to get spotted.

I’ve been using a same character 3d model for both players and I wanted to bring some new 3d models in the game. The 3d models are more high poly than I will eventually have (since the rest of the game will have lower poly models), but they’ll do for now. Here’s the first character.

isleshot1
I have to figure out a way to reduce the amount of polygons this guy has, now he is at 18 000 tris

Bugs
I haven’t corrected item positioning for all items… and this type of things just happens. At this point I’m not too worried about fixing every item, since they are subject to change. I’ll positioning some items correctly (like the axe) just to see that positioning works OK. If it works fine for couple of items, it will work fine for the remaining similar items too.

thathurts

Why bring high poly chaps in the game now?
Currently my game has a few important gameplay features: collecting items, fire crafting, shelter building. Tons of important gameplay related features are missing: rain, hunting, boiling water, inventory, packback, ropes, game related events, signal fire. All of these features will require quite a bit of time to make a playable scenario.

So, why bother with the character models when I haven’t even tested if the game is fun to play? Why there’s no simple cubes flying around?

There’s couple of reasons…
One pretty important reason for me is that I’m a sort of a “visual developer”. I like seeing some graphics as they kind of make developing more fun. Not that I’d hate boxes and whatnot, but it’s cool to see actual items and not only cones and cubes here and there. I’m very much in favor of having cubes in prototypes, but there’s some additional benefits when using actual 3d art.

I’m an Unity newbie
I’ve been using Unity now more actively this year, and I’m learning the engine. By adding 3d art I get to see all sort of issues my game has. I see drawcalls getting higher. I can see FPS ratings changing. I can learn about how terrain and rocks could use blending. I notice how my terrain texture is very blurry. I probably wouldn’t notice all these with simple objects with a shared sample material/texture.

I get to test how fast the game runs
Since I’m an Unity newbie, I have no clue how fast the game runs. By having something different than cubes and whatnots, I get more idea about how visuals affects speed. Here’s something I tested yesterday: by adding 40 guys (2 different) on the screen, my old machine went from solid 60 FPS to 30 or so. (My buddy’s computer had solid 60 FPS all the time).

plentyofmen
Gotta figure out why framerate drops with these fellas on the screen

And….
It just is cooler to playtest when there’s two different models, one for server and one for the client.

bothguys

Now the basics of networking and items are done, and I get to continue adding gameplay elements.

Stay tuned.

One thought on “Very, very early coop testing screenshots

  1. Looks real cool ,hope you plan to do a survival scenario in a more northern type setting like the boreal forest . Keep up the good work.

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