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Alright, barely still Monday, but here's the progress log, so what has been done since July?
Wrapped up the pool and bathhouse revamp. The overall mesh for the pool was drastically improved and in the process saw some minor layout changes, retexturing, a few new assets were added to fill up the pool a bit more, and various assets saw some major mesh overhauls in order to match the actual size of the world characters (lifeguard chair was too big, pool was too deep, beds at poolside were too big, etc).
Major revamp for the bathhouse, was never really a fan of the texture, but I did like the layout, so when recreating it in the blender (bathhouse was still using unity's default meshes), the layout remained mostly the same with some minor tweaks. However, the textures and overall aesthetic have been changed drastically. Huge fan of it now!
Ended up going back to do some minor retexturing to the revamped clothing shop and workshop, as the textures for both looked a bit dull. Also, when testing in engine, I found they had some light bleeding issues that became apparent with the real time lighting.
After some tweaks the textures are now more colorful and look a lot better with the various lighting settings of the day cycle system. As for the the light bleeding, I did a bunch of tedious improvements to the meshes that I originally felt weren't necessary. Now there's pretty much no light bleeding.
Now, aside from adding the NPCs and adding the mini version of the new POIs, I didn't plan on touching the town for the rest of this update, but ended up giving it more attention so as to keep the promise of no more placeholders for v0.5, so new bridges were added, new signs, and the mini Inn was completely revamped as well.
Then went ahead and recreated the road in blender in order to give me more control over it, and to be able to do some optimizations. For the optimizing side of things, basically there used to be 4 assets for the road, straight, small straight, curve, and small curve. These assets were copied and pasted throughout the whole town in order to make the road, and this is a big no no as doing it this way resulted in a road of 100+ objects which is something that Unity doesn't really like, so went on to recreate the town's road layout in blender, and turned it into a single object, so now Unity only has to load 1 object, as opposed to 100+ objects. Also, while doing that optimization I went ahead and shaved off the bottom faces of the road rocks since they couldn't even be seen as they were under the map, bringing the total face count of the whole road from 75k~ to 55k~. These two optimizations should result in a decent performance boost and a bit shorter load times.
Now, with this improvement I also gained more control over the road, so I went ahead and did a bunch of tweaks in order to make the town look a lot better, and to make it feel a lot more spacious without actually making the town bigger.
Again, nothing huge, but it's an important improvement.
Due to the POI revamps 90%-ish of the CGs need to have their backgrounds remade from scratch, which I'm hoping won't take too long.
Now it's time for the code. Started coding the routine for the prologue and was faced right away with some problems. Basically so far I've only connected routines to normal dialogue, not the dialogue that involves CGs and as it turns out, it all becomes a glitchy mess when you connect them to a CG piece of dialogue. Anyway, in order to make that possible, I've been dismantling and updating some chunks of the code. These improvements, should make possible the routines needed for the prologue, some routines for v0.6 events, and should also fix the dialogue loop bathhouse/pool glitch.
Anyway, that's it for now. Almost done!
Thank you for supporting the development off Hana's Exposure!
I dont know which Monday he mean