Make It Terrain!
We made a big decision in the last few weeks to move away from using Unity’s built in terrain system completely. Unity’s terrain engine uses height-map and splat-map data for displaying terrain heights...
View ArticleBalancing Act
This last week or so we’ve been consolidating all the items in the game. There’s a long list of things to check off for every item – physics, LODs, layers, tags, names, materials, animations, audio,...
View ArticleJUNE 3RD UPDATE
Another week, another post, here’s what we’ve been doing lately :) — UI If you’ve opted into the experimental builds, you probably know that all the UI has now been ported over to Unity’s native UI...
View ArticleEXPERIMENTAL BUILD 0.04.E4 …AND SHINY THINGS
The latest experimental build 0.04.E4 is now live. See the patch notes here — http://steamcommunity.com/games/313120/announcements/detail/79161486321144821 This will hopefully be the last update before...
View ArticleTHE NEW STABLE BUILD
Wow, what a week! So this week we moved our experimental build over to the stable branch. We’d like to say it went smoothly, but the transition was a little rough. A few large bugs slipped through the...
View Article16TH AUGUST BLOG
We had planned on having a new experimental build out last week, but we were hung up with some niggles transitioning from our old systems to the new systems. There’s big changes which have involved...
View Article1ST SEPTEMBER BLOG
It’s just a quick check in this week. We’re super busy with all the things mentioned in the last update — The new building system is beginning to take shape. I’ve been working on a crude tier system...
View Article19TH SEPTEMBER BLOG – NEW TERRAIN, NEW OCEAN, NEW BUILDING
So we recently updated the experimental branch with a new build and it might look a little different than the last — It’s Stranded Deep… just bigger and better! There’s been some pretty big changes...
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