Saturday, April 3, 2021

Co-op - First steps

The first steps towards co-op have been achieved! Using Mirror, Underlair now supports a Server-Client approach for co-op game play, where one player will host a session for other players join in.

Bellow, is a an in-game image showing 3 players connected, represented by placeholder 3d models and one first person view. Each group of characters represents a player. You can see that, depending on the player count, the characters controlled will change accordingly. 

The multiplayer component already synchronizes player position and locomotion animations across all clients but there are still some aspects I need to take care of, like interacting with the world and making those changes visible across all players.

Another aspect I need to consider is having these 3D models reacting to the floor's obstacles and adjust their vertical position when using stairs. Once I get all this sorted out, I will make a video demonstrating the co-op in action.

Sunday, March 14, 2021

Video Update #3

After a serious experimentation process for nearly a month, I finally have something that I'm happy about. In this video, we will have our first look of what an Underlair is prone to feel and look like.

I'm now continuing with the experimentation as other aspects of Underlairs still need to be considered. Hopefully, I won't take as long for the next update.

Saturday, February 6, 2021

The underground algorithm is taking shape.

The unground cave / underlair generator system is finally taking shape. I've been working on it for two weeks now. I really thought it would be easier, but I was confronted with several problems which would break the surface algorithm, so I decided to make them independent; more code but less hassle.

Above, is the current implementation. It still has some issues and the path is breaking in some points but its a matter of adding more prefab variants to cover those particular configurations. This will lead to dozens of prefabs variations and it will take a toll on RAM. Lets see how it turns out. At the current state, the minimum requirements for RAM have ramped up from 2GB to 4GB. Evidence suggests that it won't take long until it reaches 8GB of RAM as requirement.

Wednesday, February 3, 2021

Video update #2

After taking care of some Unity problems and performance issues, I showcase in this video some of the new changes, including a brief overview of some creatures that will feature in the game.

Saturday, January 23, 2021

Different footsteps sounds on different surfaces.

This video, showcases the new sound mechanics that detects different surfaces to play the appropriate footsteps sounds. This is a common feature in games but that was still missing in Underlair.

The video also shows some prefab settlements being procedural generated.
I need to add more variety and details and add the missing vegetation.

Wednesday, January 20, 2021

Settlements - Work In Progress.

This is just a quick update on the settlements implementation. Although it's still far from completion, some serious advancements have been made with the procedural algorithm to integrate these settlements.

Plus, the light and shadowing has been improved. :)

Saturday, January 16, 2021


I'm currently taking care of settlements for the Forest biome. Bellow, is a screen shot taken directly from the editor, so it lacks a bit of quality: 

Settlements will allow players to access a series of services, including training skills and abilities, access quest givers and naturally, selling and buying supplies. 

Settlements will also be procedural generated, so players will never know which services will be available at a settlement. In future, houses will be identified with the type of service they provide. Some will just be sleeping houses but most will provide something useful. 

Procedural World Design:
The world generation algorithm, allows me to tune their spawning gap occurrence. Bellow, we see that the settlement gap is set to 5, meaning that, for each (more or less) 5 regions, a settlement will be created, represented by the blue houses.

The left panel is the world map preview, while the right panel represents the preview of the currently selected region in the world map, which in this case is the 'S' (start point). I can also control the size of the settlement itself with the minimum and maximum parameters. 

My end goal, is letting players access a similar configuration panel so they can shape the worlds they wish to play in, which will drastically change the difficulty level and campaign time. Let me know your thoughts. I'll make sure I respond each one of them.