ZONECASTER — PROTOTYPE – Version History:

See the Zonecaster Trello Board for features that are in progress now or recently completed.

  • 0.0.0.26 – 2017.06.27B:
    • Ditched the 2D lake tiles and created 3D tiles! Rebuilt the lake with these and can now do tiles on endlessly higher or lower planes too! True 3D tiles!
  • 0.0.0.25 – 2017.06.27A:
    • Recreated the lake with the new tile system.
  • 0.0.0.24 – 2017.06.26A:
    • Made a new Tileset based on the 4K tilemap with HD texturing
    • Actual Tile System is in!
    • With Occlusion Culling, only the tiles in the Game Camera’s view render!
    • This boosted performance across all platforms, especially iOS and tvOS!
    • Apple TV is now back to 2K resolution at SOLID 60fps!
    • For Apple TV and iOS both, I was able to even add MSAA Anti-Aliasing at SOLID 60fps!
  • 0.0.0.23 – 2017.06.25A:
    • Tested using Unity Cloud Build, ran into buggy automatic building problems I apparently cannot fix. Reverted back to manual mode. Build times were vastly longer too, even though you could still work on the Unity Project while they were building. Ultimately, I like having full control and the manual build times are a minor inconvenience compared to Cloud Build spitting out broken builds.
    • Added ProGrids to be able to not only snap all game objects to a corresponding grid that was established in Modo previously based on the Player Character’s size, but also now can snap GameCells together for a perfectly aligned huge open world.
    • Got the game running on an iPhone 6 + Gamevice for the first time. It wasn’t that it couldn’t run before; I had just never done this yet. Touch controls for the iOS version are still pending.
  • 0.0.0.22 – 2017.06.24B:
    • Tested massive levels by grouping everything in the Sandbox as a ‘GameCell’ and replicating up to a grid of 9. With Occlusion Culling, there was little to zero dip in performance across all platforms, meaning the game world can be huge!
  • 0.0.0.21 – 2017.06.24A:
    • Added Occlusion Culling
    • Converted most assets in the Sandbox to Static so they will bake Occlusion Culling
    • Tweaked Lighting settings– unchecked realtime global illumination to actually get it in realtime and not baked maps (bug with Unity?)
    • Tweaked Toon Shaders on all objects to work better without directional rim and realtime global illumination
    • Platform-specific enabling of MSAA
  • 0.0.0.20 – 2017.06.23B – The prototype has hit the big 2-0! Multiple updates:
    • Textured the Hut!
    • Apple TV: Lowered res to 900p to achieve rock-solid 60fps. Builds have been dipping up to 11 fps for the last few rounds as more production assets enter the frame. Dips are super noticeable with gameplay, so this had to be addressed. Now it’s buttery smooth and I can barely tell there’s a res difference on TV. Mac build is still rocking 4K 60fps. When Apple TV 5 is out with faster processors, presumably able to support 4K and possibly out this Fall 2017, I’ll revisit this.
    • Gamepads: Added support for 8Bitdo Zero
    • Gamepads: Updated Rewired (can now support Nintendo Switch controllers natively)
  • 0.0.0.19 – 2017.06.23A – Multiple updates:
    • Updated the Build Label to feature the Zonecaster Logo, changed ‘Pre-Alpha Gameplay’ to ‘Prototype’ to more accurately describe the state of the build, and the Build Version number is now dynamically pulled from a central Global variable across the game
    • Fixed: When changing scenes, PC1 ‘falls’
    • Fixed: Changing Scenes no longer breaks the Sign’s UI from appearing on Use again
    • Fixed: Dialogue Sign was showing Unity console warnings if Local String was null
    • Updated the Build Label on the Front End to now just dynamically show the Build Version number from the Global var
    • Gamepads: Dropped ‘Pause’ and put Menu on Pause’s previous location (Start / Menu buttons), as it was redundant, freeing up a main action button for future purposes
  • 0.0.0.18 – 2017.06.22B – Redid the Hut model. Did the Hut’s texturing, at least a first pass. Implemented into the game. There is now no more ‘temp’ assets in the Prototype’s exterior Sandbox scene! Huzzah!
  • 0.0.0.17 – 2017.06.22A – Multiple updates:
    • Swapped Run and Use buttons on Non-Nintendo Style Gamepads (8Bitdo/Nintendo) for consistency between Use and UI: Accept and UI: Back.
    • Redid the Rocks and Fence Scenery assets with beveled edges
    • Modeled the Farm House Hut and added to game; needs textured still
  • 0.0.0.16 – 2017.06.21A – Multiple updates:
    • Redid the Trees and Rocks to proper scale
    • New HD Textures for Grass, Dirt Over Tiles
    • Added Fence in both White and Natural Wood Colors
    • Added Tree Stump
    • Added Sign Post, ‘Dialogue’ System, UI Art & Animation
    • Refined optimizations so game runs at 2K 60fps on Apple TV 4
    • Set default on macOS to 4K UHD Resolution, runs at 60fps 4K with same settings as Apple TV version
  • 0.0.0.15 – 2017.06.19A – Fixed scale of rocks, trees, replaced them. Added animated water, grass texture. Optimized anti-aliasing, shaders.
  • 0.0.0.14 – 2017.06.16A – Corrected tilemap and solidified the scene creation pipeline in the Technical Design Document
  • 0.0.0.13 – 2017.06.15B – Added collision around lake so you don’t fall in. Also added more original asset scenery items: rocks.
  • 0.0.0.12 – 2017.06.15A – Toon Shading and Trees added!
  • 0.0.0.11 – 2017.06.14A – Tweaking presentation / post-processing across platforms, experimenting with a 2D tilemap system for the ground / environment design that also uses bump-maps to simulate 3D. Runs at 60fps at 4K on macOS and 60fps at 2K on tvOS. Also experimenting with high resolution interior environments, lighting, and how this impacts performance across platforms.
  • 0.0.0.10 – 2017.06.13B – Camera Orbit +/- 90 Degrees with Smooth Follow on L/R (Gamepad) or A/S (Keyboard) and Saving / Loading the Camera Orbit state. Moved Game Menu on Keyboard to Tab.
  • 0.0.0.9 – 2017.06.13A – Major progress with this update:
    • Redid the Hero Character’s Head and Face in the High Res original model
    • Redid the Hero Character’s Model from High Res original 400,000 poly model to “Game Res” 30,000 polys instead of “Low Res” at 7,000 polys
    • Successful Auto-Rigging and Animation Mapping with Game Res model
    • Redid the Hero Character’s textures
    • Added Post-Processing Effects
    • Optimized Post-Processing Effects for tvOS and iOS
    • Fixed Persistent Music between scenes
    • Added ‘Pre-Alpha Gameplay’ Label
  • 0.0.0.8 – 2017.06.12B – Experimenting with tile-painting environments.
  • 0.0.0.7 – 2017.06.12A – Persistent Game Management and Save / Loading between scenes and from the Front End to Last Saved Scene now in.
  • 0.0.0.6 – 2017.06.11A – Hut Exterior Added to Exterior Sandbox, Second Sandbox Scene (Hut Interior), and Persistent Game Management across scenes have been added. These changes broke gameplay music and saves do not yet work across scenes currently. Both of those issues will be addressed next.
  • 0.0.0.5 – 2017.06.09B – Temp Character Model Auto-Rigging and Animations in from Mixamo for the Hero Character, so he’s not running around in a T-Pose during development. The rigging mappings aren’t quite right, so he deforms a little bit and looks slightly awkward. Will fix this as I’m working on manually rigging the character and animating him myself.
  • 0.0.0.4 – 2017.06.09A – Save System updated with a fix for tvOS. New build that now works on Windows, macOS, iOS, tvOS, and WebGL (this one) from the same Unity Project.
  • 0.0.0.4 – 2017.06.08B – Implemented Save System that currently is confirmed to work across macOS and WebGL. It currently does not work with tvOS. I am working with the developer of this system to get it working on tvOS soon.
  • 0.0.0.2 – 2017.06.08A – Laying the UI ground work for testing possible Save Systems
  • 0.0.0.1 – 2017.06.07A – Welcome to Zonecaster! This is the first MVP Prototype build featuring the Sandbox and the Hero player character. More to come soon!