Making a Game in Unity 020: Day Night Cycle
During the last two weeks, I reworked the wave simulation code, and I implemented a day night cycle, which made the world feel much more alive!
During the last two weeks, I reworked the wave simulation code, and I implemented a day night cycle, which made the world feel much more alive!
I've been talking about sinking ships throughout several of the previous devlogs, but the time has finally come. Over the last two weeks I worked out most of the problems…
Over the last two weeks I explored more advanced server architecture, and I experimented a bit with Unity's new Data Oriented Technology Stack (DOTS).
It's been a while since I posted the last devlog—I've been pretty busy, in large part with starting a YouTube channel. Here's the latest devlog, in video form.
In this update, I finally got around to removing the water inside the ships! Unfortunately, my computer's power supply broke shortly after that, so I wasn't able to accomplish much else.
After a lengthy break from programming, I finally discovered a way to render shadows on my water while maintaining the its shoreline effects.
This week was super productive! I finished up most ladder functionality and got terrain generation up and running.
These last two weeks were pretty busy with graduation and the end of school, but I managed to add air control and ladders to the game.
In the last two weeks, I added crews, along with support for multiple ships in the world. I also fixed a whole range of issues that were plaguing ship flotation and maneuverability.