DevLog #2: Random Antler Generation System

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Hello! It's time for another devlog update! This one will be about the Random Antler Generation System (RAGS)! Check out the video here where Rafał (Raintek - one of our developers) talks about RAGS and what makes it so special. [previewyoutube=ZENfiSReOh0;full][/previewyoutube] [h2]So, what’s RAGS?[/h2] RAGS is the heart of our trophy system but maybe it should be called RTGS, as it is responsible for all trophy types and not only antlers! It’s designed to ensure every antler, horn, and tusk in the game is unique. [img]{STEAM_CLAN_IMAGE}/45065440/218a83d260f4c3735ec079ea27a12c248c97088a.png[/img] [h2]How does it work?[/h2] This system doesn’t just spit out random antlers! It builds them piece by piece, using database data and 3D scans to get those authentic shapes and curves. We’ve replaced the old spline system with a new bone-based setup, which helps us avoid any awkward rotation errors and gives us full control over how trophies are generated. Whether it’s the main beam or the individual tines (legs), we can tweak and randomize every detail, from the tilt and bend to how they fork off into those impressive points. The system even lets us generate left and right antlers independently, which opens the door to some unique and unusual trophies—perfect for showing off to your fellow hunters! [previewyoutube=cHviOYQllSY;full][/previewyoutube] [h2]Challenges & improvisation[/h2] We’re using 3D scanned assets of real trophies and feed (literally) our database, but unfortunately, some scans are hard to find & buy or we are unable to perform them personally (especially when they are illegal to import to Poland). Due to that not all trophies are easy to pull off, though. Some, like tricky tusks, or complex antlers, push us to get creative. When we hit those challenges, we improvise—mixing scans with in-game magic to keep things fresh and exciting. The best thing about building such a database is the fact the more data we feed into our system - the better & more vast variety of trophies you will find! [h2]Textures and Colors[/h2] RAGS doesn’t just generate the shapes of antlers, horns, and tusks—it also takes care of the textures and colors, giving each trophy a unique look. These variations will reflect natural patterns, offering a range of textures and color schemes for each trophy type. The Tule Elk below shows just [b]3 basic examples![/b] [img]{STEAM_CLAN_IMAGE}/45065440/d8ae65a9ca812979b7fec434b8f1305a4eb88de7.png[/img] [h2]Animals using RAGS:[/h2] [list] [*] [b]Antlers:[/b] Tule Elk, Columbian Black-Tailed Deer, California Mule Deer [*] [b]Horns:[/b] Desert Bighorn Sheep, Pronghorn, Cape Buffalo, Blue Wildebeest, Greater Kudu [*] [b]Tusks:[/b] African Bush Elephant, Southern Warthog, Wild Boar...[/list] In terms of tusks we have a question - should Chacma baboon (fangs) & Cape hippopotamus (tusks) be also randomly generated in size or not? It's up to you! Stay tuned, we’ve got more coming your way! [b]Until then, happy hunting![/b]