![]() ![]() The situation with the frog’s new clothes demonstrates some of the wider issues we have been facing in this upgrade process. Just like the sharks and alligators, the water physics-ness had to be rebuilt for the frog, but also the look. Even though you will encounter many changes to an already established environment, we are also taking steps to keep older features active. Having said that, we are trying not to lose stuff. Or the lighting V2 was dependant on static lightmaps baked into the environment, V3 we have a day-night system… but that means many objects like cars or lamposts and all sorts of ‘other’ things need daytime aware programming. On the downside, it also means everything in the sea needed reprogramming or restructuring. For example the water physics, You will have to wait to “see”( or play) that to see how different it is, but it just feels worth it. But the benefits of much of the rebuild are now becoming more apparent. Fortunately, much of the stuff since Grapple hooks has been programmed to exist in more recent versions of Unity and is less difficult to keep, but some of the older stuff is difficult to retain. I wish there was a magic brush where I could convert every aspect of V2 into V3, but it doesn’t really work like that. After all, to continue the development of what we think is the most important thing we have ever made is all we really wanted. Now we have a more stable “Amazing Frog?” with a more sustainable future proof environment to continue the development of the Universe. The project was intact, I could make builds, and most importantly the frog was behaving like “Amazing Frog?” and not generic rag doll biped individual. When we got to summer things started to look much brighter. I’m not going to lie, it took a while and I often had this nervous feeling that I was taking us down a path that may end up leading nowhere. So In March I decided to Start again line by line, system by system and rebuild. Yet with every encounter of the newer versions of Unity, It was almost like the physics was forcing us to be too “real world”. It was great how things look and some of the newer features and capabilities of the more recent versions of Unity are super helpful and have led to so many possibilities for loading and managing content and just simply put all the boring stuff that makes games happen that we don’t often talk about but is insanely important. ![]() Every route that we had tried to build Amazing Frog? into newer versions of Unity had always resulted in rigid, realistic, but ultimately, unstable physics. We toyed with the idea of making a definitive V2 “Gold Master” version that we could distribute on other platforms, but, ultimately the natural progression is only forward and on with V3, to secure Amazing Frog? s ongoing development….So Flight School had to be postponed Only one way forward….Īs you can see from the timeline entries of V3 attempts, the scary problem was that we had not actually been able to produce the same level of ‘fun’ with the newer versions of Unity. Basically, we had taken V2 as far as we could. It got to the point where we couldn’t see it happening using the “old school physics” of Unity 4, I mean the more recent V2 blimps could have been much better. They are needed to pick up large objects and move them around, swing giant wrecking balls etc…We wanted players to be able to move things around more easily. What it eventually came down to was the real purpose of adding helicopters. Well the natural progression for us after the Drone update was to continue with Helicopters and airplanes, it just didn’t work out like that. I am looking forward to writing the f0.3.1 entry ( I may skip the letters at the end of the versions moving forward but…) As we move into V3 The Change Logs will persist as will (hopefully) most of the save data. This is not an app we intend to abandon in the upcoming Updates (some we will lose). Of course this timeline you can pretty much see in the ChangeLog. So we scribbled down some thoughts of our Early Access Journey into a cheap sketchy timeline. Since we are really hoping to come out of Early Access very soon. Before I talk about what’s coming up in the next update I feel like its worth a look back at the time Amazing Frog? has spent in Early Access. We are pretty close now and the release of our first V3 update feels like a big milestone for us. I want to tell you about what we have been up to since April It’s basically all been about getting a V3 update out there. We have been busy with Amazing Frog? development and I never really know when is a good time to share. ![]()
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