Mik Devlog 7
My main focus the past months was finally finishing all the systems and feature-completing the game.
I added a simulated Power System which well... controls how much Power there is available and where it goes, meaning that there can be (scripted) power outages, PCs going out power, Player being able to turn of Power for puzzles... etc etc.
Remember RevelOS from the last Devlog? Well it is now basically featurecomplete and ready to be fully used. The only thing that was missing was a proper - Communication System from it to the game world. Skip this part if you dont want nerd talk: Basically revelOS runs on native C# so i can enjoy all the features of objective oriented programming, but that means that there has to be some sort of bridge to the game world, as every script in Unity needs to derive drom MonoBehaviour. This script now facilitates both way communications meaning that the game world can send and receive information from an application. Example: the Application for controling doors can now show if the doors are open or closed. Sounds kinda simple and stupid but took some time to implement.
Title says it all, I upgraded the project to a newer Unity LTS release. For the development of the (new) first level I made 2 nice tools to help me.
A custom LOD (Level of Detail) System that gives me more costumisation and control over its workings. An LOD system basically heps with performance by reducing the Object quality the farther the Player gets away.
To place Objects in mass but still making it feel kinda "natural" I coded a script that could do that for me so I dont have to do it by hand.
Both the leaf and the water shader have been reworked/completed and should now more or less be finalized.
Main changes were the interaction with the Player, meaning that if you get near some leaves they move in the air as if you touched them, along with some other smaller changes.
I reworked the water shader and the FX along with it to look more realistic and convincing. Its still a basic 2D surface with some tricks to convince the Player that its 3D to save lots of performance. (dont mind the testing environment)
Its worth mentioning that the existing areas have been moved around in the "timeline" of the game as to have better artstyle cohesion. For example level 2 is now Level 6 or so. With the previous tools I mentioned, I started working on the introduction Level. I spent a lot of time on this area and will continue to do so as I want it to leave a beautiful first impression and vibe on the Player. Basically its a giant storage room as far as the eye can see, containing hundreds of small rooms, presumably containing testing subjects (portal 2 bootleg), in one of which you wake up.
The outsides have a bunch of variations to not look boring and the room in which you wake up in has some nice decor.
I also started implementing the new Volumetric Lighting system and experimented around a bit, and somehow got this resolt. Not sure if ill keep this but it looks really fucking cool.
That said, this area is in no way finished as I still need to design most of it, finish lightning, finish decoration and add actual gameplay and storyline.
In unrelated news to Mik, I developed a short game in 3 days for the Score Space Jam 2024. Its a 2D Platformer specifically made for speedrunning so check it out if you want to: https://stefaaan06.itch.io/akio Thats it with this Months devlog. Sorry for not posting anything the past months! Also follow me on Twitter: https://www.twitter.com/@stefaaan06 And join my discord for more news: https://discord.gg/VYUedn5bWE
[ 2024-08-01 14:24:54 CET ] [ Original post ]
Its the first of the month... and I might have forgotten to post for the past 4 months, mainly because there wasnt much to even post about since I was kinda burnt out from gamedev, and thing I did code only made it into the discord (which you should totally join). At any rate Ill try to include all the things I have been working on the past months (mainly the last month).
Backend Stuff
My main focus the past months was finally finishing all the systems and feature-completing the game.
Power System
I added a simulated Power System which well... controls how much Power there is available and where it goes, meaning that there can be (scripted) power outages, PCs going out power, Player being able to turn of Power for puzzles... etc etc.
ROS completion
Remember RevelOS from the last Devlog? Well it is now basically featurecomplete and ready to be fully used. The only thing that was missing was a proper - Communication System from it to the game world. Skip this part if you dont want nerd talk: Basically revelOS runs on native C# so i can enjoy all the features of objective oriented programming, but that means that there has to be some sort of bridge to the game world, as every script in Unity needs to derive drom MonoBehaviour. This script now facilitates both way communications meaning that the game world can send and receive information from an application. Example: the Application for controling doors can now show if the doors are open or closed. Sounds kinda simple and stupid but took some time to implement.
updated project to new unity version
Title says it all, I upgraded the project to a newer Unity LTS release. For the development of the (new) first level I made 2 nice tools to help me.
custom LOD system
A custom LOD (Level of Detail) System that gives me more costumisation and control over its workings. An LOD system basically heps with performance by reducing the Object quality the farther the Player gets away.
custom Object placement tool
To place Objects in mass but still making it feel kinda "natural" I coded a script that could do that for me so I dont have to do it by hand.
Shader Changes
Both the leaf and the water shader have been reworked/completed and should now more or less be finalized.
Leaf Shader
Main changes were the interaction with the Player, meaning that if you get near some leaves they move in the air as if you touched them, along with some other smaller changes.
Water Shader
I reworked the water shader and the FX along with it to look more realistic and convincing. Its still a basic 2D surface with some tricks to convince the Player that its 3D to save lots of performance. (dont mind the testing environment)
Introduction Level
Its worth mentioning that the existing areas have been moved around in the "timeline" of the game as to have better artstyle cohesion. For example level 2 is now Level 6 or so. With the previous tools I mentioned, I started working on the introduction Level. I spent a lot of time on this area and will continue to do so as I want it to leave a beautiful first impression and vibe on the Player. Basically its a giant storage room as far as the eye can see, containing hundreds of small rooms, presumably containing testing subjects (portal 2 bootleg), in one of which you wake up.
The outsides have a bunch of variations to not look boring and the room in which you wake up in has some nice decor.
I also started implementing the new Volumetric Lighting system and experimented around a bit, and somehow got this resolt. Not sure if ill keep this but it looks really fucking cool.
That said, this area is in no way finished as I still need to design most of it, finish lightning, finish decoration and add actual gameplay and storyline.
New game
In unrelated news to Mik, I developed a short game in 3 days for the Score Space Jam 2024. Its a 2D Platformer specifically made for speedrunning so check it out if you want to: https://stefaaan06.itch.io/akio Thats it with this Months devlog. Sorry for not posting anything the past months! Also follow me on Twitter: https://www.twitter.com/@stefaaan06 And join my discord for more news: https://discord.gg/VYUedn5bWE
Mik
Stefaaan
Stefaaan
2024
Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
Game News Posts 9
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
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https://stefaaan06.com/
https://store.steampowered.com/app/2547010 
Mik is a story-driven and fast paced first-person platformer game in which you explore a detailed and interactive abandoned facility. Run along walls, jump over cliffs and learn more about Revelo Robotics' past.
The gameplay includes
- Wallrunning
- Jump & Run
- Puzzles
- Interactive objects & screens
Special features
- Single player story
- Detailed and immersive levels
- Fast gameplay
- Steam-Achievements
- Statistics & Leaderboards
- Interactive world
MINIMAL SETUP
- OS: Arch/Ubuntu 11
- Processor: i7-7600kMemory: 1500 MB RAM
- Memory: 1500 MB RAM
- Graphics: GeForce GTX 1660
- Storage: 5 GB available spaceAdditional Notes: May change as development continues
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