Tag: Technical

  • Building Open-World Save Systems

    Building Open-World Save Systems

    One big question when building an open world game is how saving and loading of states will function. With so many complex systems, ensuring that this works takes a lot of effort and planning. Here’s how I built Ardenfall’s save system so far, and various things I have learned. This is a very technical post,…

  • Combat and Tools (Devlog 9)

    Combat and Tools (Devlog 9)

    Hello again, and welcome to the 9th devlog for Ardenfall, the open ended RPG game. A large chunk of the additions this time around have been rather technical tool implementations, as opposed to simply being gameplay features. I’ve decided to split this post into two parts – gameplay, and technical. Gameplay Segment Blocking and Parrying…

  • Open World Streaming in Unity

    Open World Streaming in Unity

    When I started working on Ardenfall, I quickly realized I would need to develop a world structure, and world streaming. Here’s a dive into the technical bits on how Ardenfall loads its world! If you’re more interested in the project itself, then the latest devlog may be more to your liking. Regardless, lets continue! Data…

  • Quickie: Building a Scene Batcher for Unity3D

    Quickie: Building a Scene Batcher for Unity3D

    Ardenfall’s world is split into cells – each cell being a square chunk of the world. Each of these cells hold a lot of info – foliage data, region information, a scene, and other stuff. A lot of this stuff is automatically generated, because otherwise I’d die trying to get it all done! At first,…

  • Our Foliage System for Unity

    Our Foliage System for Unity

    A Custom Foliage System As everyone knows, Unity’s terrain / foliage system isn’t exactly modern. Hence, I’ve been doing everything I can to avoid the horrors of these systems. The first step in that direction was to build my own foliage system. Cell Based Data First off, a simple explanation of Ardenfall’s world-data structure is…