Fantastic progress! It's amazing to see everything popping in and out of the irises. I'd love to hear how you made them. Congratulations on 500 wishlists and learning to dab too!
Dabbing was invented long after I ceased to be cool - which was in 1987 😁 My son is still unimpressed by me. I blame Outer Cloud on Discord. It's their fault.
Thank you! I take my longevity inspiration from you. I've always been astounded how you keep putting out devlogs so regularly. I applaud you! And for anyone else reading this, go sub to indieprogress right now.
Part of what kills indie projects always just seems to be that the initial joy wears off and the dev gets bored. So keep finding joy in those irises for as long as you can! :D
Thank you! I'm going to be collecting all the dab feedback and informing my son that everyone approves. I am sure, without doubt, that will make me instantly less cringe. 😉
I have tried using reflection probes but I couldn't get them working for realtime lights. I think URP has moved on a lot since then, so I will have another play. I still have the probes in my scene (although disabled), might be time to take another look. Thanks for the hint!
Now this was a great watch! Thank you for it Rob, the Clomper has never looked prettier! Though I am wondering, do your new valves solve the issue of not clearly being able to see if the boiler pressure has reached a critical state? I hope you can fix the wireframe issue too, that'd be incredibly annoying! And also the pain you just caused your son at the end, that's a lot of damage.
Thanks Saul! Always great to see you. I don't think the new handle solves the problem - I think I need to add more animations and particles to let the player know there are problems. The flashing dial is only the start! My son's DPS is ridiculous. He's also better at most games than I (Helldivers 2 case in point). On one hand, it's harsh, on the other I celebrate the next generation being better than us!
@@RobLang Yeah I agree completely! Even sounds to try and sell it. It'd potentially be cool, to have an extra machine/screen that gives an overview of the Clomper that someone can watch and try to manage! And it's unfair, they're better at everything (which is good, but still!)
@@GamesBySaul that's a great idea. I've wanted to put a ticket-tape machine in where you get a constant stream of messages. Not sure I'll do it but it'd be fun!
@@RobLang that sounds fun! Imagine the chaos, it's like "oh god , the pressure is too high" and then just followed by streams of messages about it going to blow up
Good dev log again - that wireframe issue looks really weird. I'm just guessing here, could it be something with what scene is active, as I see you have multiple scenes loaded? Totally long shot. Following you on Tiktok now - because I'm young and fancy :D
Thank you, Lau! You're right that it's a multi-scene setup but I don't _think_ it's a multi-scene issue. I'll check again later. It's driving me absolutely bonkers! So wonderful to hear from you, I hope you and your family are all well!
@@RobLang All good here, but busy trying to keep up with basically two fulltime jobs (IT Consultant/Developer during the day, game dev during the night) - you know how it is :)
I completely agree! I've been thinking about beds - either hammocks or submarine-like beds set into the wall with a ladder. Definitely more create comforts needed. They're on the list for a bit later. Thanks for the great feedback!
Thanks for the tip! I do need some more experimentation as all the lighting is realtime rather than baked. I don't have any lightmaps and when I experimented, the results were worse. Definitely need to understand that area more!
Please, do not use 2 directional lights to fake ambient lighting. Ambient lighting already exists in the engine, just bake some sort of global ambient lighting for the scene, and that will light your objects 360 instead of just from up and down (+ having 2 directional lights adds to your performance cost). You could even bake a reflection probe to have reflections of the inside. It doesn't have to be accurate and it will look good.
Thanks for the help - I will do some more experimentation with baking lights but the problem I have is that the lighting is all realtime, not mixed or baked. I'm not using lightmaps because there are no UVs. Adding the two extra lights didn't produce any additional impact to the performance of the scene because URP only renders 8 lights at a time. Baking reflection probes would be ok for walls and machines but not for the pipes as they are placed dynamically. If you have a lot of pipes in the Clomper then each one occludes the others, so they won't reflect each other. I think you'd need raytracing for that. I do need some more experimentation with ambient lighting - although there are issues with ambient light affecting both the outside and the inside of the Clomper. Thanks for the great feedback!
@@RobLang No problem! Even for dynamic scenes I would still recommend baking the scene lighting, as even without any lightmaps and probes Unity bakes the environment lighting values which gives you how dark/bright shadowed areas are. You can also control the environment lighting with a script, so maybe when you are looking in the periscope you could change this value and switch it back when getting out of the periscope view. I believe this is in the "RenderSettings" class, look it up in the Unity docs, it has a bunch of settings you can tweak. As for the reflection probes, it really does not have to be accurate, no need to reflect the objects placed by the player, as there is plenty of objects already in the base Clomper. When it comes to video game graphics we often fake effect like this to preserve performance, all that matters is that it looks good. Think of it like a painting, the artists usually leave out a bunch of details, but it still looks convincing because it has style. Blender 3D artists do this too, they import a random skybox for their environment reflections, even tho it has nothing to do with their scene. At the end of the day, as you said it's best to experiment with these and see how it looks, I am only trying to give ideas. I hope some of this will help :) Happy coding! :D
@@RobLang Unity can generate UVs for lightmapping when you import models - click on the model asset, then the "Model" tab, then at the bottom check "Generate lightmap UVs" and hit apply. It'll put these in UV1 so it won't damage your palette UVs if they're in UV0. It creates pretty good lightmaps off the bat, but it also has some controls in there if you need to edit it. It doesn't "just work", you'll also need to mark objects as static in scene and I'm sure there's other stuff I've forgotten too. It sounds like you're using a forward renderer. For dynamic reflections you might want to check out screen space reflections, but you'd have to move to deferred rendering. You won't make any purist render engineers happy but it's a convincing effect and Unity has a built in implementation. Deferred rendering is more expensive than forward, but it has the advantage that you could add light sources to the cute little fire sprites too...
Oh my goodness, that's a great idea! How did I not see that. Totally putting that in. Thank you! I'm updating the model to put little black goggles on the inside of the helmet, I'll add them then.
Boy, I feel bad, I thought I had it wishlisted, ma bad. Got it done now. :)
Artindi, I feel that in my bones.... after all these years.... thank you. Much appreciated!
Man you are great! So inspired by yours videos ^_^
Thank you! I hope you build something truly wonderful. ☺️
Fantastic progress! It's amazing to see everything popping in and out of the irises. I'd love to hear how you made them.
Congratulations on 500 wishlists and learning to dab too!
Thank you, Skeffles! I'm glad you're an appreciator of irises, dabs and wishlists 😁
Hahaha loved the outro with your son! I was SHOCKED when you reached for your computer to google how to dab 😂
Dabbing was invented long after I ceased to be cool - which was in 1987 😁 My son is still unimpressed by me. I blame Outer Cloud on Discord. It's their fault.
lol i literally searched your channel yesterday to see if you had made a new devlog yet, happy to see this
Thank you for coming back. I do hope to hit a monthly cadence but this month has been really tough at home. So glad I got this out!
Nice job, Rob. Glad to see you still going strong on developing Clomper!
Thank you! I take my longevity inspiration from you. I've always been astounded how you keep putting out devlogs so regularly. I applaud you! And for anyone else reading this, go sub to indieprogress right now.
@@RobLang Thanks and same here!
I didn't see a speck of cringe! only charming bits of silly fun sprinkled into an interesting devlog :)
Thank you so much! I'm surprised at the response. ☺️
Hi, previous bingewatcher here, don't worry, still okay, won't seek help, still think this is great! Keep on adding irises!
Glad you're surviving! Welcome to #68. More irises are coming!
Part of what kills indie projects always just seems to be that the initial joy wears off and the dev gets bored. So keep finding joy in those irises for as long as you can! :D
You're absolutely right! I'm going to be adding them everywhere. Irises for all!
Love the dab! 11/10
Thank you! I'm going to be collecting all the dab feedback and informing my son that everyone approves. I am sure, without doubt, that will make me instantly less cringe. 😉
That was a dab, that happened. Any way keep up the great work! love your humor and progress with clomper!
Thank you Marcie! I hope you're now tempted to dab given the expert instruction I've provided. I must admit I'm enriched by it. 😂
It's clomping time!
Get your clomping shoes on! 😊
Have you considered using reflection probes? I think they would work for dark areas and your reflections would look more realistic
I have tried using reflection probes but I couldn't get them working for realtime lights. I think URP has moved on a lot since then, so I will have another play. I still have the probes in my scene (although disabled), might be time to take another look. Thanks for the hint!
Another great devlog! It's a shame the next one will be delayed as you work on your phd for dabbing XD
😂😂😂😂 My last PhD took 8 years. Who do you think will fund a dab PhD? Perhaps apply for a EU grant from Social Cringe Science?
The perfect shine material 🤣
I had no idea that the answer to my shiny desires were on the top of my own head. 😂😊😜
Also, I am specifically blaming you for the end section!
Embracing cringe is the only way.
The wireframe bug is super weird. What Unity version are you running?
Thank you! Spoken like a true master of cringe. I'm running the LTS 2022.3.21f1. It's such a weird bug!
Congratulations on 500 irises Doctor Lang!
Thank you, AlejoDab!
@@RobLang Next in AlejoDab's Lab: Can irises dab?
@@alejolab no, sadly it's their one solitary failing
Now this was a great watch! Thank you for it Rob, the Clomper has never looked prettier! Though I am wondering, do your new valves solve the issue of not clearly being able to see if the boiler pressure has reached a critical state?
I hope you can fix the wireframe issue too, that'd be incredibly annoying!
And also the pain you just caused your son at the end, that's a lot of damage.
Thanks Saul! Always great to see you.
I don't think the new handle solves the problem - I think I need to add more animations and particles to let the player know there are problems. The flashing dial is only the start!
My son's DPS is ridiculous. He's also better at most games than I (Helldivers 2 case in point). On one hand, it's harsh, on the other I celebrate the next generation being better than us!
@@RobLang Yeah I agree completely! Even sounds to try and sell it. It'd potentially be cool, to have an extra machine/screen that gives an overview of the Clomper that someone can watch and try to manage!
And it's unfair, they're better at everything (which is good, but still!)
@@GamesBySaul that's a great idea. I've wanted to put a ticket-tape machine in where you get a constant stream of messages. Not sure I'll do it but it'd be fun!
@@RobLang that sounds fun! Imagine the chaos, it's like "oh god , the pressure is too high" and then just followed by streams of messages about it going to blow up
ohhh a huge video! Loved that animation!
Micho, my friend, great to see you. Thank you, I'm delighted you like them.
PLS DO NOT REMOVE THE "cringe" PARTS!!!! they are very funny lol
Thank you! I'm delighted that you enjoy them. I'll script less and go off topic more.
Don't edit out the cringe, it's the most charming part
Thank you! May I tell my wife you thought I was charming? ;)
@@RobLang Certainly
Awesome stuff!
Thank you! I hope you are referring to the dab. ;)
Like another commenter, I also realized I hadn't wishlisted the game yet, despite having already known about it. Oops. Got that fixed.
Thank you! It's much appreciated. I think there is a support group being set up for people who forgot to wishlist before! 😜
Good dev log again - that wireframe issue looks really weird. I'm just guessing here, could it be something with what scene is active, as I see you have multiple scenes loaded? Totally long shot.
Following you on Tiktok now - because I'm young and fancy :D
Thank you, Lau! You're right that it's a multi-scene setup but I don't _think_ it's a multi-scene issue. I'll check again later. It's driving me absolutely bonkers!
So wonderful to hear from you, I hope you and your family are all well!
@@RobLang All good here, but busy trying to keep up with basically two fulltime jobs (IT Consultant/Developer during the day, game dev during the night) - you know how it is :)
splendid
It feels like the clomper needs some creaturely things in there if the payers live in there. What about like some hamocks where they sleep?
I completely agree! I've been thinking about beds - either hammocks or submarine-like beds set into the wall with a ladder. Definitely more create comforts needed. They're on the list for a bit later. Thanks for the great feedback!
Looking good but I feel like it needs more irises...
I completely agree. Where do you think they would be best placed, Lord of Pizza?
for the lighting can't you bake the lighting and set the bounces for it higher?
Thanks for the tip! I do need some more experimentation as all the lighting is realtime rather than baked. I don't have any lightmaps and when I experimented, the results were worse. Definitely need to understand that area more!
knowing the game a bit more, baking could be difficult as one you're in a moving vehicle essentially, and secondly the pipes are dynamically placed.
cool vid
Thank you! Much appreciated.
You made your son cringe, you fulfilled your dad duty.
I understand a certificate is on its way. You can hear him audibly die inside.
Please, do not use 2 directional lights to fake ambient lighting. Ambient lighting already exists in the engine, just bake some sort of global ambient lighting for the scene, and that will light your objects 360 instead of just from up and down (+ having 2 directional lights adds to your performance cost). You could even bake a reflection probe to have reflections of the inside. It doesn't have to be accurate and it will look good.
Thanks for the help - I will do some more experimentation with baking lights but the problem I have is that the lighting is all realtime, not mixed or baked. I'm not using lightmaps because there are no UVs. Adding the two extra lights didn't produce any additional impact to the performance of the scene because URP only renders 8 lights at a time. Baking reflection probes would be ok for walls and machines but not for the pipes as they are placed dynamically. If you have a lot of pipes in the Clomper then each one occludes the others, so they won't reflect each other. I think you'd need raytracing for that.
I do need some more experimentation with ambient lighting - although there are issues with ambient light affecting both the outside and the inside of the Clomper.
Thanks for the great feedback!
@@RobLang No problem! Even for dynamic scenes I would still recommend baking the scene lighting, as even without any lightmaps and probes Unity bakes the environment lighting values which gives you how dark/bright shadowed areas are. You can also control the environment lighting with a script, so maybe when you are looking in the periscope you could change this value and switch it back when getting out of the periscope view. I believe this is in the "RenderSettings" class, look it up in the Unity docs, it has a bunch of settings you can tweak.
As for the reflection probes, it really does not have to be accurate, no need to reflect the objects placed by the player, as there is plenty of objects already in the base Clomper. When it comes to video game graphics we often fake effect like this to preserve performance, all that matters is that it looks good. Think of it like a painting, the artists usually leave out a bunch of details, but it still looks convincing because it has style. Blender 3D artists do this too, they import a random skybox for their environment reflections, even tho it has nothing to do with their scene.
At the end of the day, as you said it's best to experiment with these and see how it looks, I am only trying to give ideas. I hope some of this will help :) Happy coding! :D
@@RobLang Unity can generate UVs for lightmapping when you import models - click on the model asset, then the "Model" tab, then at the bottom check "Generate lightmap UVs" and hit apply. It'll put these in UV1 so it won't damage your palette UVs if they're in UV0. It creates pretty good lightmaps off the bat, but it also has some controls in there if you need to edit it. It doesn't "just work", you'll also need to mark objects as static in scene and I'm sure there's other stuff I've forgotten too.
It sounds like you're using a forward renderer. For dynamic reflections you might want to check out screen space reflections, but you'd have to move to deferred rendering. You won't make any purist render engineers happy but it's a convincing effect and Unity has a built in implementation. Deferred rendering is more expensive than forward, but it has the advantage that you could add light sources to the cute little fire sprites too...
@@fuseinabowl Worth mentioning, forward+ also has support for any amount of lights and is still lighter than deferred rendering
4:34 add some green hidden omnidirectional lights around the walls to help simulate light bouncing off the green walls
Omni are quite expensive... Others have mentioned reflection probes. I'll try that! Thank you!
@@RobLang well maybe not omni I'm not familiar with unity just tricks to make better looking lighting lol
7:04 periscope needs folding handles to sell the idea that it's a periscope
Oh my goodness, that's a great idea! How did I not see that. Totally putting that in. Thank you!
I'm updating the model to put little black goggles on the inside of the helmet, I'll add them then.