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The Disaster Unknown Demo

Aug 26th, 2022
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  1. Welcome everyone to The Disaster Unknown Demo Build: 2.2.14.
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  3. This post will jump into the details of what is included within this demo build.
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  8. The Disaster Unknown Demo Build: 2.2.14. will include 7 Maps.
  9. Building.
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  11. City.
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  13. Jungle.
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  15. Metro.
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  17. Sandbox.
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  19. Weather Test.
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  23. Building.
  24. The building will showcase the environment of an old building, This map is showcasing how the layout of the building could be and how big the playable area is inside of this building.
  25. Not every "Building" will be the same, but this building is a filling building mainly to fill in the empty spots across the huge map where players can find resources and visit for quests or objectives purposes.
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  29. Jungle
  30. The jungle will show you the dynamic vegetation of the large scaled map, it is showing the players what the jungle area(s) will look like, and how dynamically the paths will be made.
  31. Once the player spawns he/she will see that some rocks are collapsed and some trees are broken, while the rest of the vegetation is fresh. This map is showing that there will be fresh trees, grass, and more vegetation across the large map.
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  35. Metro
  36. The Metro map will show players what the metro system will look like, there will be a small or big shop/restaurant nearby every or most metro station(s).
  37. This map is showing you how the metro tunnels will look on the large map, and how players can find resources within them, including the shop or restaurants nearby.
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  41. Sandbox
  42. The Sandbox map is made to purely have fun and mess around with the items and resources the game has so far. Players can hop on and build a base or have fun with all the items available.
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  46. Weather Test
  47. The map Weather Test is showing players the Dynamic Weather System.
  48. This map is setting the Dynamic weather system to its max!
  49. Real World Sun, Moon, and Stars locations are based on the data of the host (data meaning current location).
  50. Thanks to Google Earth's Data it is possible to dynamically implement weathers that match the sun location, moon location, and the location of the stars meaning that having the real-world data of the sun and moon can add more functions to the weather in order to make it look or even function realistically.
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  52. It does not stop here!
  53. It is also using Real World Time which means whatever your current real-life time is, it is the same in-game!
  54. If you log hop into the Weather Test map in the morning the map's sky will also be the morning this is the exact same for a full 24/7 cycle.
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  56. The dynamic weather is also checking the current season, this is done so the game can implement more fitting weather for the current season, so hot and sunny days with sometimes rain or fog in the summer (night can even have thunder) and cold snow and storms in the winter.
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  58. In order to showcase and maximize the true power of the weather system I set it up so it has random weather events and on spawning into the weather test map it starts with random weather, including a function that makes sure that there are no big weather shifts, so it won't go from a sunny day to snowing hazard, it will check and start new weather when the game sees the best moment for the best weather that makes sense in a realistic and dynamic way, so for example, if it is a nice and sunny day, and the game finds the best weather to play next but it will drift then the game adds the next weather in but in the best realistic way!
  59. For example, if it's a sunny day and the game wants to add a thunderstorm it will do a calculation on the server and add it to the clients so they won't lag out or get kicked in any way possible in order to also prevent dropping frames for the players, then it breaks the thunderstorm into multiple parts and starts adding the parts realistically meaning that it takes the weather thunderstorm it will see several parts after the breakdown so that would be fog, wind, debris, rain, clouds and all its movements. Then it starts adding them so from a sunny day you'll see some clouds covering the sky, then a little bit of fog and some small drips of rain where the player can hear the small rain drops, then it runs a check to make sure everything goes smoothly and it starts increasing the drops of rain, wind, and fog and after a few minutes (depending on what the game thinks is best regarding the time it takes from changing the weather) the storm will get closer and the player(s) can start hearing and see some flashes of lightning in the distance and later you'll have a thunderstorm above your head.
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  61. Once the weather has been changed it checks all models including player models and runs a check if the models are moving if it's a player, or an ai such as animals/zombies, check if it's a landscape, an interior floor, etc.
  62. So it checks if it can be affected by the weather, once it detects the models and ai or players can be affected by the weather it adds new material to those that can be affected.
  63. This material is made from scratch and is unique to every model or player, meaning that once it rained a chair made from wood will be wet after a few minutes, but a player will be a bit shinier than a chair from wood since the game knows that skin shines more than wood, it does these calculations for all material categories so wood, metal, skin, cloth, debris, paper and so on.
  64. Once it's all nice and wet, and the weather changes from rain to dry weather, it adds a few minutes to the calculations which then makes the wet materials dry.
  65. In sunny dry weather, players can see that for example, the muddy floors are extra dry, and extra wet when it's raining since mud absorbers water better than the rest of the materials.
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  68. The weather also checks if the player is outside or inside and will change the sounds of the weather(s) dynamically according to the player if he/she is inside or outside. This is including raindrops on screen and adding dynamic and atmospheric fog from the lightning to the inside of houses through open doors, broken walls, and/or windows.
  69. The game will also include puddles on terrains that do not have a roof on top, if the terrain has a roof on top it calculates and makes that terrain wet, and if the terrain is fully exposed on a thunderstorm it calculates where to slowly make puddles in a dynamic and realistic manner, the same goes on for snow.
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  74. Thanks, everyone for taking the time to read this post.
  75. There will be a detailed video showing the amazing details added to The Disaster Unknown.
  76. The video(s) will obviously go through the topics I went through above.
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  78. Make sure to send your feedback!
  79. If there is something you simply want to show, you can do that through posting in our community forums or Discord server!
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  81. Stay tuned on both Youtube and Discord as well as here on our Community Forums for the release of The Disaster Unknown Demo Build: 2.2.14.
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