The summer is over, autumn has arrived, and it is time to get back to work. The summer was busier than expected (not much of a holiday).
Firstly, Mesh Baker was included in a two-week madness sale on the Unity Asset Store. This was a fabulous opportunity, but one that has kept me busy for a month responding to support and feature requests.
Secondly, EVA Infinity has been Greenlit!
This is huge news for me as it will be my first game on Steam. It was a goal of mine for two years so it feels amazing! With the Mesh Baker sale I have been slow to respond but have finally succeded in clearing away the mountain of work so I can focus on game development again.
I spent the last few days polishing the prediction path.
The old prediction line would explode wildly if it came too close to gravity source and did not have a high enough resolution. Both these problems have been fixed.
I also upgraded the Bullet Physics library to be up to date with my latest version in github.
My goal for the next few weeks is to get the game out to some closed beta testers.
This version offers improved support for non-texture material properties such as _Color and _Glossiness through the addition of TextureBlenders. TextureBlenders are custom scripts that blend non-texture properties with textures as they are being added to an atlas. It is easy to extend Mesh Baker by writing TextureBlenders for custom shaders.
This version also offers support for multi-object editing for the MB3_TextureBaker and MB3_MeshBaker components.
Customize your characters by switching clothing: sweaters, swimsuits, space suits, gloves, wetsuits etc… Slowly turn your character into a zombie one limb at a time. Do all this at runtime and maintain one drawcall per character.
A new Mesh Baker updated has been released to the Unity Asset Store with character customization features. The update includes a script for processing skinned mesh parts so they can be merged seamlessly in Unity. Check out this youtube video for full details.
Mesh Baker has two cool new abilities that improve its atlas building capabilities:
When a source texture is copied to a target atlas only the part that is used by the source mesh gets copied. This is great if the source mesh already uses an atlas. It is not efficient to be copying atlas into atlases. Note that this only works if “Consider Mesh UVs” is checked.
Often when combining buildings the same tiled texture will be used with different tiling options on different source meshes. Mesh Baker can now detect this and map these meshes to a single shared tiled block in the atlas.
Aside from these changes there are a few aesthetic changes.
“Fix out of bounds UVs” has been changed to “Consider Mesh UVs” to reflect the fact that it does not deal only with out of bounds UVs.
The multiple materials section now has candy striping in the inspector to improve readability.
EVA Infinity is now live in the Windows Store, just in time for submission to the Unity Game Development competition! This is exciting as it is the first time it is publicly available for sale. I still plan on continuing to work on the game. There are still untried level ideas and I would like to develop the story further.
It is an exciting time for me. I have spent December and January getting EVA Infinity ready for release. Nine new levels have been added. Other levels have been adjusted for difficulty. It has been tested endlessly on tablets and PCs. Settings have been added for adjusting difficulty. In a few days it will go live on the Windows Store.
I am very nervous. EVA Infinity uses a novel mechanic of tethering to objects to navigate and manipulate the environment. What will others think of it?