small update


Demo 8 is based on the game version of the last devlog video. It is still based on layered camera approach, means having the regular Player in the stationary "inside ship", seeing and interacting directly with everything in the ship, overlaying a camera in the "outside ship" with the same relative position and Rotation to the ship. 

After that version I experimented with migrating from Unity 2021 to 2022, which meant a lot of changes how layered cameras work, especially with URP. Further more I wrote a script that also synchronizes light sources from outside of the ship to the inside "domain", so that those can shine into the ship. Any objects in between and their shadows must be considered too. It worked, but the immense complexity and some bugs in Unity 2022 made me into reverting to Unity 2021 and migrating to the "Ghost Ship" Approach, which is based on single camera in the "outside ship", so the "inside ship" has no interactables and no meshes any more - just the colliders remain. It's invisible, therefore the Name "GhostShip" (not invented by me by the way, this approach can be found as recommendation in much older Posts by other People) Besides this technical stuff, I had implemented the "FlyTo" button, which flies the ship to the object, which can be selected in the seonsors findings. I was thinking about releasing this build as a demo now, but unfortunately there are some really annoying bugs. I don't want to spend effort on this old version, so instead I will continue working on the last state of the project. It includes a very first implementation of the "JointShip" approach, uses GKC as Player Controller and has an earth-sized planet using SGT - but it is super buggy in any aspect. Please speak up here, if you want to see any of this in a demo. Otherwise I will just go on and release a demo when I believe it is of good enough Quality.

Next steps:

  • migrate to Unity 6 (done) 
  • update GKC to latest version (done) 
  • update SGT, SGP and Planet Forge to latest versions (done) 
  • import Walk Inside Rigidbody asset and resolve all GUID conflicts (since a lot of the asset stuff originated from that game project) (done) 
  • migrate to use the Walk Inside Rigidbody asset 
  • setup a small star system (not earth sized, but much much smaller)
  • modify GKC to meet the needs
  • implement new game features

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