Simulation Fixation

Simulation Fixation

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Simulation Fixation strives to make games that are unique and different. We don't limit ourselves to any one genre and keep an open mind!

To Do List - I Live On 06/12/2016

Hey guys, I need your opinion on something. I have created a to-do list for myself to keep track of what needs to be completed before I released a new version of the game.

None of these tasks are in order. This list of to-do's must all be completed before the next version of the game is released. This is a way for me to gauge my work and also a way for you, the people following the development to anticipate when the next version will be released.

This is how I will be working from now on. However I want to know if you want me to keep it public so you can look at it. Would this interest anyone, it allows you to keep track of my work and allows you to tell when a new version is due for release.

To Do List - I Live On Sheet1 Road to Release Version 0. 15 Alpha, None of these tasks are in order. This list of to-do' s must all be completed before the next version of the game is released. Task, In Progress, Completed, This is a way for me to gauge my work and also a way for you, the people following the develo...

Noescape 30/11/2016

Alright, after applying CPR there are signs of life. As is custom with me I go on long hiatuses and yet again I have returned with more progress. Now "I Live On" is still in the works and I have some evidence of its "Living On". Oh god please kill me before the cringe does.

Alright so texture quality, core mechanics and terrain has been completely re-done. There is also a large list of other things but that is the major 3.

Texture qualities have gone from 1920 (1080p) to 2024 (2K) resolution.

AI now react to sound, so crouching and crawling make a difference in sound. Melee weapons make little to no sound until you strike a solid object (i.e. wall), silenced variants of guns are now available which of course make little noise allowing for stealth. This adds more freedom to play-styles allowing for a stealth play-style.

Oh and if you hadn't figured it out yet, melee weapons are now a thing!. After a lot of feedback I added melee weapons as an alternative to guns, there is also weapon melee attacks. So if you run out of ammo you can still fight.

I am currently working on the horror part of the game. This involves a lot of ambiance and atmosphere work. At the bottom of this post I will dump screenshots and soundcloud links to my progress.

All the terrain has now been completely re-done. The archipelago idea was too tedious and ugly to do and caused massive lag so I am now going for a different approach. I recently acquired a very powerful tool for unity called Gaia which allows you to randomly generate an awesome terrain from a set of rules you define. So the terrains are very good looking now.

For the next couple of weeks I will be posting my progress regularly leading up to the next test version release!.

Now I leave you with some screenshots and a link to one of the many atmospheric sounds in the game.

Noescape

Photos from Simulation Fixation's post 12/07/2016

Screenshots below include a sneak peak at the Heavy bandits, the new terrain textures compared to the old and also an inside view of the patrol system for the AI

At the moment I am currently working on visual upgrades, optimization and also AI.

Here is a list of changes I have made:

80% of Terrain textures upgraded from 1k to 4k quality.

Implemented bandits into the game featuring multiple variants that have different strengths and weaknesses.

Zombie footstep sounds changed.

AI patrol system implemented. AI can now randomly assign them selves to patrols laid out by me in areas around the islands. Bandits may patrol around their camps or randomly wander into the forest or into settlements to search for enemies or items. Zombies may also assign themselves to patrols marked "zombie" which are different from bandit patrols as you would not want a zombie to randomly assign its self to patrolling a camp, their patrols are more random.

New water Shader.

New terrain shader.

More clutter added to the environment. There are now rocks, flowers and other things you would expect in a natural environment. On cliff faces there are actual rock meshes rather than just textures which looks much better. There are also secret locations for you to find around the 3 island that are currently explorable.

Photos 23/06/2016

Not the final product but I thought it was screenshot worthy, looks nice. The trees look weird because of the detail fade distance.

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