I'm thrilled to announce that I have been working on my next game for a few months
now and although I can't share it's name or gameplay mechanics yet (these will come in
due time), I am ready to share some early screenshots! The cool thing I'm exploring for
this game is to make it entirely procedurally generated!
This page will be a development
blog of some sort for the time being, so you can follow my progress!
Please visit
Squidbeam Games Facebook
page for updates and news.
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Genre :
coming soon!
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Platforms :
Windows
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Engine :
Unity 3D
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Controls :
coming soon!
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Release Date :
TBD
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AUG
24
2018
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    U got the look!
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Here is a long-due update from my new game! This one took a little more time
than expected because, well, I wanted to reach some important milestones
first, such as the actual look of the game! My goal is to create a
stylized and cartoony world, and I think I'm getting close to the art
direction I had in mind. I have also started to paint my own
textures (I'm especially happy with the grass and trees!) and to build my own models.
There are still a couple of temporary textures here and there though... will
tackle that soon! Sill a lot of work to do, but things are really starting to take shape now!
I also need to optimize the GPU instancing technique I use. Although it works fairly well right now
(the game runs between 200 to 400 FPS on my GeForce GTX 980), it definitively clogs up the CPU. I'm
going to have to bite the bullet and implement DrawMeshInstancedIndirect instead...
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JULY
27
2018
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    The more the merrier!
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This week I have dramatically improved the overall performance and the amount of geometry I can display on screen
by tenfold! These two are not usually besties, right? Well, as long as you use the right technique and don't
go all brute force... as I initially did, then you're good ;)
I have implemented GPU instancing and this technique is the bomb! I used to combine my own meshes (for trees and grass)
so they wouldn't generate too many draw calls. The technique worked really well but I didn't like the memory
footprint (4GB to 12GB in the worst cases). GPU instancing changed everything! I can now generate incredibly
large forests and grass fields, and the game runs under 2GB of RAM! So exciting!
I'd like to mention that I'm planning to work on the actual look of the game soon and these images still use placeholder
textures and rough models.
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JULY
14
2018
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    New game project! First screenshots!
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I'm thrilled to announce that I have been working on my next game for about
a month now and although I can't share it's name or gameplay mechanics
(these will come in due time), I'm ready to share some early screenshots!
This is a super rough prototype, the models are pretty simple and I'm using
placeholder textures (the overall look will change too). The cool
thing I'm exploring for this game is to make it entirely procedurally
generated. These screenshots show the terrain engine I'm developing
for it. There is still a looong way to go and I'm working hard
at optimizing the graphics and squeezing out every last drop of power as I want
this game to be lower-powered PC friendly.
Each world is currently 5 kilometers wide
as I want each one to be packed with secrets and features to find, rather
than bland vast areas without much happening in them. Much more to come soon!
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Please visit the Squidbeam Games Facebook page for updates and news.
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