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Hope you had a Merry Christmas. The past few days I worked on a few things.

The map is now complete and is expanded on the other 2 corners. Some textures also received facelifts.

It features more of a canyon feel.

Textures on the ground also blend nicer, like the old map.

I'd like to make the map as big as the old versions but there are a couple things preventing me from doing so. The most important is pathfinding. Pathfinding is recalculated whenever an immovable prop is moved (like a house or a piece of the kitchen). It's extremely slow and it doesn't scale very well for massive maps. The old version map in its entirety would not be possible in v0.9. However that does not mean that there won't be a further expansion of the map. Things will in the future be implemented in map pieces. Stepping into a certain portal or door or something will change the map while also carrying over everything you had previously, just to have continuity. This should also make performance balancing easier because it's a smaller map. Also custom mod supported!

Lastly, it brings me to the state of the Quest 2 Viva release. I ran into some issues. The problem is that Quest 2 as it stands is a blackbox. Meaning that .apks are not very mod friendly nor do they even allow you to have file access or folder access to customize like on Windows. Also, it turns out HDRP (the current Unity engine version) is not supported on Quest 2, meaning I would have to downgrade the engine to have an .apk build. This is problematic and has led me to postpone it. I'll have to wait for when we have a decent amount of mods/characters/content, package that and build into an .apk and then release that Quest 2 v0.9 standalone version, because as it stands, just repeating, Quest 2 is not mod friendly for literally anything. On the VR side of things, the Quest 2 worked just fine. The VR API for controllers, tracking, and headset seemed to work fine in Editor.

Preparing to release chickens next with the map update!

Stay tuned!

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