Simulation Fixation

Simulation Fixation Simulation Fixation strives to make games that are unique and different. We don't limit ourselves to any one genre and keep an open mind!

The Owen Gun, which was known officially as the Owen Machine Carbine, was an Australian submachine gun designed by Evely...
09/12/2016

The Owen Gun, which was known officially as the Owen Machine Carbine, was an Australian submachine gun designed by Evelyn (Evo) Owen in 1939. The Owen was the only entirely Australian-designed and main service submachine gun of World War II and was used by the Australian Army from 1943 until the mid-1960s.

Hey guys, I need your opinion on something. I have created a to-do list for myself to keep track of what needs to be com...
06/12/2016

Hey guys, I need your opinion on something. I have created a to-do list for myself to keep track of what needs to be completed before I released a new version of the game.

None of these tasks are in order. This list of to-do's must all be completed before the next version of the game is released. This is a way for me to gauge my work and also a way for you, the people following the development to anticipate when the next version will be released.

This is how I will be working from now on. However I want to know if you want me to keep it public so you can look at it. Would this interest anyone, it allows you to keep track of my work and allows you to tell when a new version is due for release.

Sheet1 Road to Release Version 0. 15 Alpha, None of these tasks are in order. This list of to-do' s must all be completed before the next version of the game is released. Task, In Progress, Completed, This is a way for me to gauge my work and also a way for you, the people following the develo...

Alright, after applying CPR there are signs of life. As is custom with me I go on long hiatuses and yet again I have ret...
30/11/2016

Alright, after applying CPR there are signs of life. As is custom with me I go on long hiatuses and yet again I have returned with more progress. Now "I Live On" is still in the works and I have some evidence of its "Living On". Oh god please kill me before the cringe does.

Alright so texture quality, core mechanics and terrain has been completely re-done. There is also a large list of other things but that is the major 3.

Texture qualities have gone from 1920 (1080p) to 2024 (2K) resolution.

AI now react to sound, so crouching and crawling make a difference in sound. Melee weapons make little to no sound until you strike a solid object (i.e. wall), silenced variants of guns are now available which of course make little noise allowing for stealth. This adds more freedom to play-styles allowing for a stealth play-style.

Oh and if you hadn't figured it out yet, melee weapons are now a thing!. After a lot of feedback I added melee weapons as an alternative to guns, there is also weapon melee attacks. So if you run out of ammo you can still fight.

I am currently working on the horror part of the game. This involves a lot of ambiance and atmosphere work. At the bottom of this post I will dump screenshots and soundcloud links to my progress.

All the terrain has now been completely re-done. The archipelago idea was too tedious and ugly to do and caused massive lag so I am now going for a different approach. I recently acquired a very powerful tool for unity called Gaia which allows you to randomly generate an awesome terrain from a set of rules you define. So the terrains are very good looking now.

For the next couple of weeks I will be posting my progress regularly leading up to the next test version release!.

Now I leave you with some screenshots and a link to one of the many atmospheric sounds in the game.

16/07/2016

Alright so 3-4 people tried out the game which is awesome. There wasn't much to do but because of my VET course I will be releasing every new version as I said to my VET teacher my game would be unique because I build it with the community. So thanks for the help guys, next version v0.09 will have a lot more to do and everything will look great, work great and hopefully feel great to play.

Just an update on what I have done with the feedback.

-Fixed zombie rag-dolls. No more re****ed arms.
-Item Persistence Fixed (Not 100% fixed, still some problems)
-AI Persistence.

What I plan on doing.

-Reanimate absolutely everything.
-Better AI for bandits.
-Better visuals without a hit to performance.
-Populated structures (populated with furniture not people)
-More loot spawns.
-Inventory.
-Add melee combat.
-Completely overhaul day/night system
-Add PMC faction
-QUESTS!!!

There are a few more things I will do but for now this is all. I should get most of this done within the next week and then I will spend next week doing more stuff but I wont have as much time due to school and then I will upload v0.09 on the 30th of July.

15/07/2016

Test version available now.

https://mega.nz/ #!LZ1y1ZqD!wKjOQvS6Hlqti07r77B-gmA8LJFkukMy4ZymSHTUuLY

Please make sure to read the readme as I need everyone who tries it to give feedback. DO NOT PLAY UNLESS YOU PLAN ON GIVING FEEDBACK

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14/07/2016

Test version will be available tomorrow.

Here is a list of things I plan on implementing/doing in the next 2-3 weeks.

-Re-do the day/night system and incorporate a dynamic weather system to go with it. The reason why I am re-doing it is because of the way that my sun renders with the camera under water effects do not work.

-Improved terrains. This includes better textures, more variations of plants/grass etc. and also a possible redesign of the existing terrains.

-Improving the AI and animations of AI.

-New good looking UI/GUI. At the moment I am using the built in default GUI that looks terrible, so I will be upgrading this to a good looking fresh GUI skin.

-Lots of quests and the things that come with quests. I have the base for the dialogue system but I have not created any opportunities to use it, so I will be working on quests as well as adding friendly NPC's to talk to.

-Inventory system. I know this should have been done in the first place but I had a lot of trouble making one so I will be buying an inventory system.

-Add Phalanx PMC. I have models ready and I just need to program their AI and animate them. On top of infantry I am also thinking about adding air vehicles that the PMC use that would offer fantastic loot if you take one down.

-Improve visuals in any way possible. I will be writing a new shader and upgrading all textures quality as best as I can. I will also be upgrading all full screen effects and enhancements such as Anti-aliasing.

-Re-work sounds completely. I will be overhauling all the sounds and also adding ambiance sounds all over the map to make it feel more alive. The world feels pretty dead if nothing makes any noise. I just finished implementing a surface system that works with both footstep noises and also bullet impacts. It is a collider on different surfaces that have a tag on them that assigns what material they are, for example if a road is tagged concrete it will show different impacts and footsteps will sound different.

-Fix and finish all weapons currently modeled and get them into the game. There are multiple guns that are hidden from the player that are broken/unfinished so I just want to finish them off.

-Populate structures with furniture and loot spawns.

On top of all of this I will fix as many bugs as I can that come up from the test version.

Closeup of the rocks.
12/07/2016

Closeup of the rocks.

Screenshots below include a sneak peak at the Heavy bandits, the new terrain textures compared to the old and also an in...
12/07/2016

Screenshots below include a sneak peak at the Heavy bandits, the new terrain textures compared to the old and also an inside view of the patrol system for the AI

At the moment I am currently working on visual upgrades, optimization and also AI.

Here is a list of changes I have made:

80% of Terrain textures upgraded from 1k to 4k quality.

Implemented bandits into the game featuring multiple variants that have different strengths and weaknesses.

Zombie footstep sounds changed.

AI patrol system implemented. AI can now randomly assign them selves to patrols laid out by me in areas around the islands. Bandits may patrol around their camps or randomly wander into the forest or into settlements to search for enemies or items. Zombies may also assign themselves to patrols marked "zombie" which are different from bandit patrols as you would not want a zombie to randomly assign its self to patrolling a camp, their patrols are more random.

New water Shader.

New terrain shader.

More clutter added to the environment. There are now rocks, flowers and other things you would expect in a natural environment. On cliff faces there are actual rock meshes rather than just textures which looks much better. There are also secret locations for you to find around the 3 island that are currently explorable.

Just an update to let you know that progress is still being made.A few new things added/changed to the game:Bow & Arrow....
09/07/2016

Just an update to let you know that progress is still being made.

A few new things added/changed to the game:

Bow & Arrow. The arrows are retrievable from whatever target you hit, the bow offers a great stealth weapon however it does little damage compared to fi****ms and the arrow if effected greatly by gravity. A screenshot will be uploaded later.

Grenades. They do high damage and generally kill everything however they cannot be thrown far and are hard to find. You are able to cook them so that the fuse is not as long when it is thrown meaning that the gr***de wont take as long to explode. At the moment gr***des are just cubes with no textures while i model several gr***de meshes.

Tracer Visuals have been upgraded. Tracers are a type of ammunition that can be loaded into most fi****ms. They have a bright burning tip which leave a trail behind the bullet which allows you to see where the bullet is going. (Screenshot added below)

Footstep sounds have been changed. They sound much better, not that this really matters to anyone since no one has played the game.

Bullet impact visuals added. When a bullet impacts a wall or a person a particle effect is activated on the impact spot.

Explosion effects upgraded. Explosions are now a multistage particle effect, there are many types of explosions I've created. Some include dirt spraying up, shrapnel flying out and flames that are all separate effects which make the explosion look much more detailed. Screenshot will be uploaded later.

Landmines & mine fields. I have implemented randomly generated mine fields around military bases and other things. The mines will never be placed in the same spot as the script i have written changes the landmines positions every time the field is generated. Screenshot will be uploaded later.

The screenshot was taken on my visual effects testing scene, so it will look weird because I am testing a few things. The AI that are shooting are a unity standard asset and will not be in the game however I use them for testing my AI scripts.

When you turns bugs into fun.
23/06/2016

When you turns bugs into fun.

Fixed scopes, they now fit perfectly without the ugly gaps around the lens. The reticle is just a placeholder and the br...
23/06/2016

Fixed scopes, they now fit perfectly without the ugly gaps around the lens. The reticle is just a placeholder and the brightness is also temporary.

Not the final product but I thought it was screenshot worthy, looks nice. The trees look weird because of the detail fad...
23/06/2016

Not the final product but I thought it was screenshot worthy, looks nice. The trees look weird because of the detail fade distance.

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