Kemoverse Online: Difference between revisions

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From tinkering with it for over a year, I would say that Godot is really the better choice for Kemoverse Online, not only because of the bright future it seems to have but also because of its design principles: it's fresh, lightweight, and simple. It doesn't need the overly-complex stuff offered by Unity like multiple render passes and such. Instead, it has forced me to simplify and streamline the basic game; and while it looks a bit dated, I'm still wishing to build a strong theme and ambient feeling as those types of games end up being timeless.
From tinkering with it for over a year, I would say that Godot is really the better choice for Kemoverse Online, not only because of the bright future it seems to have but also because of its design principles: it's fresh, lightweight, and simple. It doesn't need the overly-complex stuff offered by Unity like multiple render passes and such. Instead, it has forced me to simplify and streamline the basic game; and while it looks a bit dated, I'm still wishing to build a strong theme and ambient feeling as those types of games end up being timeless.
= Versions =
== Pre-alpha ==
[[File:TKOprealpha.png|thumb|Pre-alpha.]]
{| style="text-align:left;" |
!Started
!Ended
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|Spring 2019
|Spring 2020
|}
Pre-alpha was the process of porting the existing code from Unity in to godot, which mostly consisted of "existence" code such as being able to walk around, focus on things, turn your head, and load different scenes as well as implementing a basic user interface, character creation and few basic items to look around you. So basically, the essential stuff to get up and going. I released only a few pre-alpha builds as I was figuring out where to take this project, and until I had a clear view, I just wanted to get the groundwork down.
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== Alpha 1 ==
[[File:Tko_20200808_005224.png|thumb|Alpha 1, although, I didn't add the "Alpha 1" label until right before releasing this build.]]
{| style="text-align:left;" |
!Started
!Ended
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|June 2020
|August 2020
|}
Alpha 1 was to implement proper character customization and multiplayer synchronization. For this, I created the Kemoverse Server that keeps track of players in the world as well as saving custom user data in a database that is directly connected to the Kemoverse Forums user account. The character customization was also updated to allow for individual coloring of either mesh parts or of texture parts of the clothes. Character customizations are made to be saved and loaded as a long text code.
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== Alpha 2 ==
[[File:Tko_20201128_223459.png|thumb]]
{| style="text-align:left;" |
!Started
!Ended
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|September 2020
|November 2020
|}
* Changed company name and updated Login/Intro screen
* Improved some repeating textures
* Improved spawning system
* Added motion blur and CRT effect
* Improved some equipment and added flashlight
* Lots and lots of various small fixes
* Refined and standardized ambient feeling in every area
** Refined main school (/l school_main) and library (/l school_main_lib)
** Refined workshop (/l school_workshop) and added rooms (_art, _photo, _lab, etc)
** Refined church (/l school_church)
* Improved target menu (the menu that appears when interacting with something)
* Improved quickmenu (bottom right icons) with hotkeys Z,X,C,V
** C interacts with the closest interactable object
** V either cycles pose, stops an emote or unequips an equipped item
* Expanded "pack" and "area" main menu tab
Alpha 2, named the "Theme update", was to implement a day and night cycle and special feelings in to each and every currently implemented are of the game. 3D models were refined and reimported due to a fixed bug in Godot and shadow baking was massively improved. The interaction menu and the UI were further refined and streamlined and some functionality was added, namely the motion blur. All of the interior areas were cleaned up.