For this week's dev log, I thought I might take a minute to write about a few of the tools I have been using to develop Monumental Failure.
Polyworld by Quantum Theory. I purchased their "Woodlands" pack a few weeks back. The pack can convert Unity terrain objects to hard edged objects, i.e. low poly. The package itself contains a few models, and a script that takes a textured model, and spits out a low poly copy.
This pack was great to use at the beginning of development to establish Monumental Failure's aesthetic. However, at a distance, the uniformity of Polyworld's terrain triangles becomes quite apparent, taking away from the "handcrafted" feeling that low poly art usually invokes, and the look and feel we want to achieve in the game. Relying solely on this pack to create our low poly look would be a mistake, so we've decided to develop the look on our own, using the pack as an enhancement when needed.
That said, Polyworld still gets a hearty recommendation from us here at Scary Wizard Games, and is a steal at 50 bucks.
Kino Fog by Keijiro Takahashi. If you're a Unity dev and you haven't heard of Keijiro, you've been missing out! He makes some of the most interesting screen space effects and releases them for free! Kino fog fades your geometry into the skybox. We're using this to avoid the need to create a skybox geometry, something that would rarely be seen with our game's typical camera angles.
InControl by Gallant Games. I had originally set up Monumental Failure's input settings to work with an Xbox 360 controller on a Windows PC. I assumed that when I plugged the controller into a Macbook, it would work. When it didn't, I knew it was time to purchase InControl.
InControl does its best to handle and generalise the input of a wide array of controllers. I'm hoping that replacing my current controller code with InControl will make Monumental Failure a simple plug and play. This peace of mind is definitely worth the 40 bucks InControl costs!
That's a quick summary of some of the tools I've been using. I'm hoping this might be helpful to some of you Unity developers out there!