Can you feel our excitement? We’re gonna show Good Company to the public for the very first time, at Dutch Game Garden’s Indigo 2018 in Utrecht. Paul will be there, with a fun & stable build for you!
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Good Company not only is about technology, it’s also about people. To emphasize this fact, we thought it would be nice to have a friendly face welcoming new players. Meet Granny, in our new tutorial!
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What would your Good Company be without contracts to earn you the bucks to grow and to please the markets? Right. Guess what? We have introduced the new contracts system. Go and face them challenges!
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Good Company is all about freedom. You not only manufacture products, you even get to design them from scratch. It’s all about the agony of (meaningful) choice. Welcome to our world of modules!
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Hello again, it’s a meeeee Thermo-Man đ
I made a mistake! I assumed, the shader creation would be easy, that i just have to calculate the distance from a BattleBlock center to its extends and map a nice color onto it. And boy, it was easy and fast. But then i realised, that this will work only for more or less cubic blocks. But what’s with the other blocks? Like laserguns with their 3×1 layout? My shader didn’t really handle that very well…
Hello again!
This time i’m diving deeper into the heatmap look development. To be able to easily distinguish your Battleconstruct form the background, i decided to go with 2 seperate shaders. One heightmap based for the level and one distance based for the BattleBlocks. Just made a quick photoshop mockup of how the viewmode would look inside the game:
In the upper left corner you can see the new viewmode toggle button to switch between different modes (eg. normal, heat, energy, hull integrity).
Next will be the shader creation in unity. Stay tuned đ
Cheers,
Patrick
Hey there,
my name is Patrick. I’m one of the artists here @ chasing carrots an currently i’m working on a thermography shader for HoS (Heart of Scrap). The idea behind this is, to give the player a quick and familiar overview over the heat-distribution of his BattleConstruct.
I’m aiming for something like this:
My first idea would be a distance based shader. The further away a pixel is from the center of an object, the darker it will be rendered. Then i map some nice colors over this gradient. Voila: Not that bad for the first shot:
Next steps will be: Develop this look further in the context of the game (with UI, environment and everything), then creating a realtime shader which can reproduce the look in an acceptable render speed.
Stay tuned…
Please enjoy some cheap-o-stereographic development insights with us đ
Hey’all! We’re proud to be part of the wonderful Humble Mobile Bundle! Get great games (including Cosmonautica *wink* *wink*) and do something for charity! We love it!