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Raw Dev Log #2: The Beach is Now Part of Your Farm Area

Wide establishing view of the Cornucopia map showing the farm at the top of the cliff, a waterfall cascading down into the pool, and the new beach and ocean zone below Perspective view of the ocean zone in Unity with red blocked tiles painted over cliff edges and decorative rocks 36 photos

Second dev log. Rebuilding the placement grid so you can drop furnaces, saws, and the rest of your refining stuff anywhere in the new ocean zone. Covers the new editor painter tool for blocking off decorative tiles, a grid shader fix for cliffs, the layered farm background, warp zones, and rebuilding pet pathfinding so your cows and chickens can actually follow you down to the beach.

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Raw Dev Log #1: GPU Instancing, or How 2,583 Plants Became 3 Draw Calls

Cornucopia farm terrain overview showing dense vegetation in Unity Cornucopia terrain with GPU instanced vegetation system 10 photos

Walking on my treadmill while writing this. I showed a little bit of the new farm terrain in the last post, but here's an interesting problem I've never mentioned before. My 3D modeler kept asking "how much can I add?" and I kept looking at the designs thinking about the GPU and performance on Switch. 2,583 separate plants. I really didn't want to tell him to cut it back.

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Cornucopia Terrain Development - In the Thick of Things

Cornucopia riverside terrain with grass and trees in the Unity editor showing new farm area layout Cornucopia beach and waterfall area with sandy terrain and flowing water effects 4 photos

Raw Unity editor pics of the new farm terrain and connected area. Thoughts on working with a 3D modeler who went from fan to contractor, PAX East recovery, and why sharing more dev updates might be a good idea.

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