VRChat will be holding our next Dev Stream on Tuesday, April 13th at:
6:00PM Pacific Time
9:00PM Eastern Time
1:00AM UTC (April 14th)
10:00AM JST (April 14th)
Tune in on our Twitch channel at that time, and you'll find our dev team chatting about a bunch of stuff! We'll talk about what we've been up to, what we're working on right now, and what to look forward to coming soon!
There's a lot to talk about so grab a snack, a drink, and a comfy spot. See you then!
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Want to watch with your friends in VRChat? Find a world with a livestream-compatible player and drop in the Twitch URL ( https://twitch.tv/vrchat ). You might want to try out jetdog8808's "Dynamic Theater (Udon)". You can easily find it by searching for "dynamic theater udon" in VRChat.
It works great and is super easy to use! Just hop into the world, go through the doors, click the monitor icon on the config panel, and paste in the Twitch channel link by pressing Ctrl-V on your keyboard with the VRChat window focused.
Last week we made good progress on the tiling system, did some further work on the shader for rivers and waterfalls, and started working on a procedural shader for tree barks (the title image is one of our shader creations).
We are experimenting with procedural bark for a couple of reasons: Having a shader instead of a texture will mean that we can implement a variety of moss or weather conditions for the trees based on their location; it will mean that we should be able to have different bark on the same asset based on location; and it will remove a resolution limit on larger assets. The latter is most notable currently with the polynesian palm trees. While we love their scale in the game and their presence in the jungle, the bark looks quite pixelated up close. Additionally, when different levels of LOD load in, we are working to make the transitions smoother.
Considering all of these are still works in progress and rather technical, we want to use this blog to also talk about some higher level considerations of ours. In particular, we want to discuss the depth and balancing of our production chains. At the moment, the amount of buildings we have is the minimum we considered to be viable to make the game work when we planned it out at the start of the project. Production chains are rather limited, and most of the early buildings are rather expensive while also giving you a really high rate of return.
When John and I have been playing the game as a team, we tried to specialise on certain aspects (exploration vs base building), which has made us realise how few decisions the base builder has to make in the early game before their economy starts to bring in money. Considering the starting capital of 2k and the cost of e.g. a farm and seeds, it generally isn’t possible to place more than one field before you run out of money - which is obviously not a great way to start the game.
With that in mind, we are planning to adjust the balancing of the early game (wooden tier) to being much cheaper while also having less of a payoff. This should also mean that you need more space and more villagers to produce goods compared to the latter tier production facilities, which will give a nice incentive to upgrade and will mean that villages will have to grow quickly from the very beginning.
Starting this week, we'll be giving out TopplePOP Online Beta keys via the TopplePOP community discord - come join the fun and share your feedback to help the devs! TopplePOP Community Server: http://discord.gg/zRNbqtx
Right this very moment, you can ask us anything at the PAX Indie Showcase Q&A - discord.gg/CWJDPKda
- Battery pickup sound now follows the player instead of occurring at the point of pickup. - Added a Controls menu to the main menu. - Fixed a few issues with the AI (still a work in progress) - Updated the map graphic slightly - Screen now flickers for everyone when the enemy teleports within view - Squashed the double footsteps bug
Dev's notes:
Still trying to get some issues worked out on this new asset update. I have a plan to push out patches that address issues with the code one at a time (AI, Spectating, In-game voice), as to make the game pretty fun to actually play instead of it still being somewhat of a mess. (Also please stop trashing the game just because you aren't enjoying it within 5 minutes of starting it up. It's a free early access game, what are you expecting?)