
New Grass + NavMesh AI
Today I have a new grass shader to show off, along with the start of the NavMesh based AI. The performance on the AI is already substantially better than it was before.Using a geometry shader for the grass has also greatly improved performance over my previous attempts where I

Ai Thoughts + Grass Ideas
Just to keep everyone updated since I didn't have a lot to show off over the past few days, I figured I would drop over here at the blog and leave a little update on a few things.Enemy AII am in the process of switching it over to use

Starting To Look Good
Here with a quick update on how the game is looking, did a lot of adjustments on lighting and the sizing of the trees.Now that's starting to look a little more like a forest. #unity3d #indiedev #indiegame #gamedevelopment pic.twitter.com/KYb7ng9Ytx— Greg Froning (@GregFroning) May

Skeleton Models + Bad AI + Clouds
For todays update we have quite a few changes, but good ones and a lot of things that are a good start. (AI is a perfect example) Skeleton Models Imported and Setup Started Wandering AI (Currently janky) Added In Low Poly Clouds Adjusted Animation/Bones Skeleton Rigged Simple Animations Attached

Attacking Has Arrived
Got around to implementing the start of the attacking system, this is just a start but we have a few things so far: Multiple attack animations Varied attack damage Multiple attack sounds As you can see it still needs quite a bit of polish, but it is a good start!