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Luke->NotGaylien, fixes, censoring shader
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ceitine committed Mar 24, 2024
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title: 'My Summer Cottage'
thumbnail: 'bg.jpg'
date: '2024-3-20'
description: 'Our submission for the first FacePunch hosted s&box game jam'
description: 'Our submission for the first Facepunch hosted s&box game jam'
published: false
---

We ended up participating in the first FacePunch-hosted game jam and ended up [winning 1st place!](https://asset.party/c/gamejam1/results) If you're curious about any development details, we've compiled together some of the most interesting parts below.
We ended up participating in the first Facepunch-hosted game jam and ended up [winning 1st place!](https://asset.party/c/gamejam1/results) If you're curious about any development details, we've compiled together some of the most interesting parts below.

Not everything each induvidual person did ended up in here, there was too many cases where X made all these, X also fixed that, X did this which didnt make it in in time, so keep in mind there was even more than you see here that went on.

You can look at the code on [GitHub](https://github.com/Small-Fish-Dev/My-Summer-Cottage), or even use it, as long as you follow the license.

<Heading title="Events" caption="by ubre" />
To correctly simulate the average finnish day we had to include events, ranging from mildly annoying to batshit insane. Of course it was mostly set up with ActionGraph, all it needed was a bunch of custom nodes and components.

<Img src="ubres/event_setup.jpg" caption="The Driver Jacket event - by Luke" />
<Img src="ubres/event_setup.jpg" caption="The Driver Jacket event - by NotGaylien" />

Every event is already placed in the scene disabled, at the start of each day it's enabled. To make working in the scene less shit when there's a lot of events, every component and child in an event is disabled until you select it through the handler placed in the world.

Expand Down Expand Up @@ -137,7 +139,7 @@ The model, walking, running, crouching, jumping, and the fatness morphs were alr

Since the camera was attached to the world model's head, I wasn't given much freedom with the movements in the animations, which resulted in some tame looking attacks, actions, and poses. Hopefully our next project will have a separate first/third person.

<Heading title="Props, items and props", caption="by Luke, wheatleymf & cyberagent" />
<Heading title="Props, items and props", caption="by NotGaylien, wheatleymf & cyberagent" />

<Heading h="h4" title="Lukes" />

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In the future, I want to try what Wheatley does, by making high-quality models, then compressing them down. I think it gives it a really high-quality look even though it's PSX style. It's something new and fresh.

<Heading title="Clothing" caption="by Luke" />
<Heading title="Clothing" caption="by NotGaylien" />

I did all the clothing. In total, counting re-skins and colored variations, I did around 96 pieces of clothing.

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<Img src="whmf/police3.png" />

<Heading title="Particles" caption="by Luke" />
<Heading title="Particles" caption="by NotGaylien" />
Initially, we utilized legacy particles, but encountered issues with particle positions resetting to the world origin and occasional extreme random sporadic lag when setting control points.

So instead I taught myself the new particle system and attempted to work around its limitations. While I'm not entirely satisfied with the results and felt restricted, it serves its purpose.
Expand Down Expand Up @@ -300,32 +302,26 @@ Other than that I am so proud of the work we did. My group is so talented and I

Thank you Small Fish.

<Heading title="Shaders" caption="by ceitine, matek, wheatleymf and Luke" />
<Heading title="Shaders" caption="by ceitine, matek, wheatleymf and NotGaylien" />
Ceitine set up various shaders for this project, for the low precision vertex snapping effect, and to have point filtering. You can find many many examples of that online, its nothing new.
However there was issues with the shadow pass combined and transparency, so Luke went through and cleared up some issues surrounding that.

Wheatley also set up shader stuff for his terrain inwhich you can read more about in that section of this blog.

Ceitine also set up Dithering post processing, again nothing ground breaking but it really helps to sell the style we go for.
Ceitine also set up dithering post processing, again nothing ground breaking but it really helps to sell the style we go for.
Here an exagerated example.

<ImageCollage images={["no_dither.jpg", "dither.jpg"]} />

<Heading h="h4" title="Censoring"/>

Ceitine and matek also did by far the most interesting shader work, Censoring.

<Img src="censored.jpg" />

<Img src="censor_camera.jpg" />
<Img src="censor_model.jpg" />
TODO TODO TODO TODO TODO
EXPLAIN THIS SHIT ITS COOL AS FUCK
TODO TODO TODO TODO TODO


<Heading h="h4" title="Censoring" caption="by ceitine" />

I made a shrimple way to censor any GameObject with a ModelRenderer. All you needed to do was:
1. Add the EyeProtector component to your main CameraComponent.
2. Add a CensorComponent to any GameObject.
3. Boom, your ModelRenderer is now completely censored!

I salvaged a lot of the s&box highlight object shader and used that to make the shader.
<ImageCollage images={["censored.jpg", "censor_camera.jpg", "censor_model.jpg"]} />

<Heading title="What comes after?" caption="by ubre" />

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