... | @@ -18,6 +18,22 @@ Kaiju Kanvas is a videogame by Cade |
... | @@ -18,6 +18,22 @@ Kaiju Kanvas is a videogame by Cade |
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# Kaiju Kanvas Pre-Production
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# Kaiju Kanvas Pre-Production
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### Game Engine
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One of the first decisions I made before starting development on the prototype was what engine to use. I whittled the choices down to Unreal Engine 5, Godot 4 & Unity 2022 which are all well established game engines. I did not choose Unreal Engine 5 as I am not a fan of the workflow and quite frankly I find it very confusing to use. Godot is an engine I am quite fond of, but the digital prototype was focused on developing the painting mechanic which required the use of shaders. Currently I do not think Godot is at the point for developing graphically intensive projects, also I have used GDScript plenty and I did not really like it and the C# support can be a little annoying at times with me needing to search the documentation constantly. Ultimately I decided to use Unity 2022, an extensive suite of tools and an extensive amount of available documentation made it much more attractive as an engine choice. Unity has developed components for graphical development like Shader Graph and the Scriptable Render Pipeline, the inclusion of tools such as these made it easy to choose their engine for development.
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### Tools
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I used the 3D modelling software [Blender](https://www.blender.org/) to develop the test environment for the digital prototype, I already had plenty of experience with it so it was not difficult to include it into my workflow. Aside from that, as mentioned earlier I used Unity LTS 2022 for developing the game, I used some of the in-engine tools during development like the Post Processing Stack and Shader Graph.
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### Versioning
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Aside from documenting development aspects here I used [GitHub](https://github.com/) repository for versioning. Did not want to use GitLab as it's not as simple to set up and use (in my opinion) and I already knew how to use GitHub so it seemed like a no-brainer. During development I will also be using GitHub for version control.
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### Research
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I had to do an extensive amount of research and learning before developing the digital prototype. I did not know anything about graphical programming outside of a small amount of OpenGL so I essentially had to learn from scratch. Luckily, there are plenty of solid sources of information out there about shaders, which is what I wanted to utilise for developing the painting mechanic. [Freya Holmér](https://www.youtube.com/@Acegikmo) did a video course on Shader Basics, Blending & Textures which was super insightful to me as a beginner, she is a shader wizard and has done lots of work in the area so I knew that I could trust their information. Even after plenty of research, the subject of shaders is still difficult to get a solid grasp on, they are extremely powerful but have a harsh learning curve. I imagine I will be learning constantly about shaders throughout production on the game which may be a little difficult but hopefully, ultimately rewarding.
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# Kaiju Kanvas Digital Protoype Playtesting
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# Kaiju Kanvas Digital Protoype Playtesting
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### Playtesting Methodology
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### Playtesting Methodology
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... | @@ -66,7 +82,7 @@ Using Compute Shaders for World Texture Painting by [Lone Developer](https://www |
... | @@ -66,7 +82,7 @@ Using Compute Shaders for World Texture Painting by [Lone Developer](https://www |
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### Assets
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### Assets
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Brick Textures by [Kutejnikov](https://opengameart.org/users/kutejnikov) - https://opengameart.org/content/bricks-and-tiles
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Brick Textures by [Kutejnikov](https://opengameart.org/users/kutejnikov) - https://opengameart.org/content/bricks-and-tiles
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Ground Textures by [Cethiel](https://opengameart.org/users/cethiel) - https://opengameart.org/content/tileable-bricks-ground-textures-set-1
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Ground Textures by [Cethiel](https://opengameart.org/users/cethiel) - https://opengameart.org/content/tileable-bricks-ground-textures-set-1
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