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Virtual World Building

Llama Drama Dev Blog – Cut Content

Procedural Animation. It was my plan to use procedural animation in this project, particularly for any wild creatures that roam in the scenery. Seeing as how there aren’t any wild creatures the only other option would be the llama. I did some research about procedurally animating and the best explanation/tutorial I found was about using inverse kinematics to create realistic foot placement on uneven surfaces. There weren’t that many in-depth explanations about how to do it and such, so it kind of became an extra that could be added after I’d learnt more about it and everything else was done.

Machine Learning. Colin’s original game idea was to have a machine learning racing game, and we wanted to bring machine learning into the llama game. We considered having chess as a side activity for the player where they could play against machine learning, but with everything else and the scope of the project, we didn’t know if it would be too much of a distraction from the main game or if we would even have time to implement it anyway.

Dissolve Shader. We were going to have items appear from the fabricator as if they had been made on demand, and so the dissolve shader gave us the look we were looking for. I made this shader early on when we still wanted to use it, but we ended up making the fabricator more like a vending machine, resulting in the shader no longer being needed.

Overgrowth. Part of the story scenario of the game was to have overgrowth in the office as the player strayed from the path that their creators wanted. As time went on the overgrowth idea still remained but kind of got left out. There are aspects of the deterioration of the environment still in the game but the overgrowth itself isn’t there anymore.

Grow Vines Shader. This shader would have roots and vines growing or shrinking each day depending on the player’s actions. Since the overgrowth got left out, this shader also got left out.

Fabricator Items. There were twelve fabricator items that were designed and planned for in the early stages of development. Although most of them got developed somewhat, half of them would be left out as that is quite a lot of items to have in the environment space. We also wanted to get a some items fully implemented rather than having all items semi implemented.

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