April DevLog

Pigeon Simulator

You are a time traveling pigeon sent to stop a nefarious goose from wrecking reality. Poop on everyone. Destroy everything. Save the world!

[b]This month we continued to improve our fine feathered friend with a whole bunch of updates! [/b] [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b1b56c928972d3b4b2325/1619729241857/pigeon_dance.gif?format=750w[/img] [h2]Skill Updates[/h2] We’ve begun integrating our “DNA System” with the pigeon to allow it to upgrade, swap, and even mix various skills in all kinds of crazy ways! Shotgun spread pattern pigeon poop that explodes on impact and can turn people into goats? You got it! [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b1d1ccdb01e56a35cafc6/1619729723485/new+skill+acquired.gif?format=750w[/img] [h2]Inverse Kinematics[/h2] Creating a bird character that can look and aim in any direction is actually pretty complex. To handle this, we extended the rigging, added more animations, and began building a really cool Inverse Kinematics (IK) system to modify everything on the fly. [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b1d5dea01a7569dc4014f/1619729800083/jYcTOB0I97.gif?format=1000w[/img] Now pigeons can look you in the eye while they poop on your car! [h2]Perching[/h2] After getting frustrated enough times trying to land on small geometry, we decided to add a dynamic perching system. Now you can land on lampposts, statues, and small dogs much more easily. [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b1eb10d64fc797c2ab378/1619730136340/Pigeon+Perching+Tests.gif?format=750w[/img] [h2]Pickup/Drop Improvements[/h2] Since perching and pickup uses the same button (for simplicity), we needed a way to handle complex interactions… like the pigeon landing amongst a pile of clutter and wanting to pick something up, or perch on the largest item. For the most part, we’re able to parse this out for the player so they don’t really have to think much about it… …however, if you level up your bird a [u]lot [/u]and get super strong, you might just pickup a car or park bench instead of landing on it, but that sounds like fun to us! [h2]Shader Improvements[/h2] We’ve also begun looking into a brand new shader system that looks very promising. It makes things appear more vivid, gives us [u]tons [/u]of cool artistic options, and looks like it should run even faster than our current setup. [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b1f23c10d6278e54fab52/1619730239840/Unity_C3cXneAbAD.png?format=1000w[/img] [i]Ooooh, talk about a glo-up![/i] [h1]City Props[/h1] Our artists have been working hard to build up a set of unique props for Pigeon Simulator. Now we can [u]finally [/u]start placing them into the procedural city generator. Our programmers have built awesome tools that allow us to define specific rules for their placement, like only appearing in alley ways or on the side of a road. Everything from office cubicles to signage has a unique look, and is built to be very performance friendly way. Each prop is interactive. It can be damaged, perched on, picked up, etc… adding even more madness to manage in this big physics sandbox world! Luckily our team works super hard to optimize everything they can at each stage to ensure things run well. [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/608b1f8844eeb76fa261f275/608b1f8b167f0676ef55b416/1619730321257/pretty+ass+lamps.png?format=1000w[/img] [b]Soon the city will be full of stuff to poop on and destroy.[/b] Bwahahahaaaa! [h1]Trees![/h1] While pigeons often feel at home amongst the urban environment that somewhat resembles the rocky cliff-faces they use in their natural habitats, some still prefer a nice tree to settle down in. Plus, we just needed some greenery to start livening up the place! [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b200b84e5ac79971f0c0e/1619730488465/wind.gif?format=1000w[/img] We’ve started building out some nice new nature props to replace the temporary ones we had in the prototype/look-target scene. Building small props is relatively easy, but building larger trees is more difficult because the player will likely want to land on larger branches, expect collisions for certain things, etc. Plus… we’re crazy people and want to allow you to rip these suckers out of the ground and huck them across the map if you level up your pigeon enough! [u]Whaaaaaa—?!?[/u] So, we’ve mapped out a way to [hopefully] allow all this to work out well and started building some nice, pretty trees for the city, park, and surrounding area. Speaking of which… we’ve also starting building out some terrain tiles so we can procedurally generate the land too! [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/608b20776865e02a459d7b57/608b2098f01ab73d2f8ce472/1619730590292/Unity_693geTFtmQ.png?format=1000w[/img] [h1]HUD[/h1] We finally added a proper HUD to the game. You know, to show important stuff like health, points, and what kind of garbage you just ate… normal stuff. It’s starting to make everything feel more real and polished now—which is a really great feeling! [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b222f321447695788b241/1619731004080/HUD+art+update+%28simple%29.PNG?format=1000w[/img] We also mocked up some other UI elements, which we hope to build next month. [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b225044eeb76fa2624d82/1619731063050/skill+menu+mockup.png?format=1000w[/img] [h1]Design & Planning[/h1] [b]We want to get a [u]super early Alpha build[/u] into the hands of gamers like you as early as possible. [/b]There’s still a lot of work to be done first, so we spent a good deal of time this month designing any remaining core game mechanics or gaps in the overall project vision, and breaking things down into an actionable plan that ensure we’re focusing all of our efforts on the top priority tasks to make that happen! Buuuuut, I don’t want to spoil any major surprises here, so I’ll just tease you with a couple of fun concept sketches instead. [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/608b22b2c928972d3b4c0720/608b22b270d6e87059c2b160/1619731153631/pigeon_hub.png?format=300w[/img] [h2]The Nest[/h2] This will essentially become a ‘game world hub’, a constant home in the ever-changing world of Pigeon Simulator. Here’s a few early sketches as we toy with the idea. [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/608b22b2c928972d3b4c0720/608b22b2bcf5043750a6f782/1619731130690/pigeon_hub3.png?format=500w[/img] [h2]Pigeon Shrines[/h2] They say an ancient organization known as “The Cult of the Coo” has built stone shrines in remote parts of the world for thousands of years. What secrets do they hold? [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b22f9b1e84a02f1babf2f/1619731246006/Pigeon+Shrine.png?format=1000w[/img] [h2]Beefcakes[/h2] [i]Sweaty meats and icy treats[/i] We’ve been having fun developing a lot of unique, fake companies for this game universe. Here we’re tossing around ideas for some fast food franchises… they’re more than just scenery in Pigeon Sim. [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b233684e5ac79971f5a09/1619731273414/beefcakes.jpg?format=1000w[/img] [h1]Audio Production Has Begun![/h1] We believe high quality sound will be essential for Pigeon Simulator, so we’ve planned for it from the start. [previewyoutube=zqivv7cRGnY;full][/previewyoutube] [i]Turns out feather dusters are great for imitating some pigeon wing sounds.[/i] We’re using the Wwise Engine to handle all the audio—yup, just like those AAA guys! We even hired a professional, local sound designer who’s worked on titles like Last of Us 2, Gears of War, and State of Decay to make sure that every poop splatter, every explosion, and every pigeon collision sounds fantastics! In addition, we’ve designed an “adaptive music state machine” so we can alter the music to fit the scene—just like a movie! We’re also working with the super talented folks at tinyBuild to build this is Wwise and compose the core set of tracks for the game… and let me tell you, these are some beautiful scores already! [h2]It’s all starting to come together now…[/h2] Join us next month as we add fancy environmental FX and start bringing scenes to life! [img]https://static1.squarespace.com/static/56bb6890e32140b75de0e6ca/t/608b24914074a42ca7fca916/1619731625864/cloud+city.gif?format=1000w[/img]