Jon Wingrove’s Post

Here's a timelapse of our main menu in Badlands Crew (screenshots taken by our regular build process). You can see how we really started with nothing. Towards the end where it starts jumping about is where we introduced animated cameras to the intro, and the process doesn't capture the screenshot at the exact same time through the motion (you can also see that because we're working on things much deeper in to the game, the main menu changes a lot less later on). This has been a complicated project to work on. We're still just a team of 4 (2 programmers, 2 artists - with anything that falls outside of those disciplines being covered a bit by all of us), and this game is huge. I've learnt a lot along the way on this one (but that's always the case). We've built a lot of stuff to help hold it all together. One of the most interesting things we've done (which we experimented a little with on the last project) is to ditch using Unity's "Update" (etc...) methods pretty much entirely in favour of our own update scheduler. This allows us to have stuff which updates infrequently, or only actually when it has something to worry about... it also means we can have things which aren't inherited from Unity's MonoBehaviour receiving the same update tick as things which are. We can also make this work nicer with jobs and raycast batching, too... so, there are many benefits. I have more timelapses which I will post another time, perhaps with some hashtags or banal motivational sentiment.

Andrew Coggan

Managing Director - Audio Lead @Backslash Audio Ltd

1mo

Thats really cool, it's always great to go back through projects and be able to see incremental improvement. Best of luck with the game, hope to catch up with you soon.

To view or add a comment, sign in

Explore topics