Ruined the Field

But in a good way

;

Posted 02/02/2016 12:35:11 in Homestead

Updated 09/06/2017 02:35:57

It was another great biweek for Homestead! I worked faster than I thought I would have, and managed to finish more than I expected! The field has been ruined, intentionally, and Jack has a reaction to it:

As you can see, the field has been cluttered up with all kinds of rubbish! I implemented Rocks, Sticks, and Weeds, and the respective tools to remove them. Rocks can be destroyed by a Hammer, Sticks by the Axe, and Weeds by either the Sickle or pulling them by hand. As I get further into development, removing rocks and sticks will give the player Stone and Wood materials, which will be used to construct and improve buildings on the Homestead!

I've also been playing around with some graphical changes. I'm trying out a slightly modified Unity 5 Standard shader in the deferred rendering path, as opposed to the custom shaders I wrote in the forward rendering path. I'm not 100% convinced I like the result just yet, but it has solved some headaches with shadows, so that's good :) I found a neat article by a gentleman named Ben Jones who probed how the Zelda series created expressive eyes, and I took a shot at implementing it in Unity. I still need to work out some of the math (note the left eye derping a bit as he looks down :P), but I'm really happy with the general technique!

Here's a slightly longer video showing the field in more detail. I finished some more of the camera code, and it's now possible to "Z-target" as you can in Zelda games. Instead of a behind-the-back view, I opted to pull the camera up, and it locks you to a cardinal direction when you're near a field or anything that requires precise movement. I've also improved some of the modeling and texturing of the field plots to clarify their states a little!

And finally, here's a picture of Jack fertilizing some cabbage, since fertilizer and cabbage are two more of the new features I've added! If anyone has an opinion on the new graphical style, I'd love to hear it! Is it better, worse, or indistinguishable from the flatter shading?

Jack fertilizing some cabbage
Fertilizing a patch of cabbage

ROADMAP: Now that the farming system is essentially complete in functionality and has a decent number of crop assets to work with, I'm going to start working on ranching! Expect to see some fuzzy friends next time :)

Comments

Dathan

This looks really interesting! I especially like how you did the eyes; would love to know more about how you implemented them!

10/25/2017 15:53:00

Zak

Thanks! I'm close to having the time to work on this again-- I'll put that on my list of things to write about in the coming months.

10/30/2017 03:24:48

Deozaan

I've been following your project with great interest (via Twitter) but generally don't say anything. I like seeing the progress you're making. The visual style is interesting. Honestly I couldn't really tell a difference between the old graphical style and the new one. It would help if there were some photos or videos for a side-by-side comparison. In fact, I went to an older blog post and compared an image to ones in this post, and really the only thing I can see that is different is that the colors seem flatter now, without the more distinct three levels of cell shading there used to be. Anyway, mostly I'm just posting because I didn't want you to think that nobody was watching or interested just because there were never any comments. I suppose I may be the only one following the project, but I enjoy reading these blog posts and seeing your progress. Good luck!

02/06/2016 22:59:44

Zak

Hey! Thanks for your thoughts, that's very kind and I really appreciate it :) Yeah, as far as the visual style goes I haven't made much use of the smoothness/detail mapping/reflective features yet, so I'll keep experimenting and posting the results as I go. I'm glad you enjoy the posts, I'll keep them coming!

02/07/2016 15:06:17
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