In this research log we talk about our first demo showcase and the future of the project. Changes are upcoming, but Bio Colonies will be continued!
After a week of mostly bug fixing, we take a look at the mother cell and it’s design. Additionally, we can share some new images of our terrain generation.
This week we take a look at two new cells, the Dispatcher and Fat Cell, their designs and 3d models, and the thought process behind them.
Hey there! This week we started working on the HUD, did background work on the save and load system, and continued the journey to find fitting assets… Progress on the HUD We started the implementation of the HUD and most of the features already work! In the screenshot below (ignore the missing textures and models…), you can see the current state of the HUD. […]
In this Research Log, we’ll talk about the new target we have ahead and everything that we still have to do to get there.
In this Research Log, we talk about getting our first 3d model for a cell into the game and the process involved to get to this point.
This Research Log is all about our Artificial Intelligence system, which is going to challange you in the Demo version and beyond!
It’s finally time to get fog of war visualization implemented and the game ready for the demo release. Slowly, but surely, we’re getting there!
This week we give a preview for the blood processing, a central resource gathering system in the game and shortly talk about the dispatcher cells.
We started working on the basics of automation in the game by implementing automated routes into the game. We also worked on some shaders and the UI.
This week we take a look at the new and work-in-progress art design of Bio Colonies. We want to get the feeling right, while maintaining simplicity.
Hey there! This week we continued working on the UI, as usual. It’s a slow process, so we sadly can’t show anything new this week. However, we also made some improvements to our map and started to work out a new art style for the game. Hexagonal Map Until now our map was a… well, it’s complicated. Hexagonal grids are a very special kind […]
In this Research Log, we show you how we planned our Game Design. As this is a very broad topic, we’re breaking it down into easy steps!
We talk about our journey to implement the new UI concept and the problems we encountered with glTF 2.0 model loading during runtime.
This week we started implementing our new UI concept. However, we’ll introduce our second team member in this blog post, Traincraft.
In this post, we show you our newly designed UI. Furthermore, we’ve also reworked our camera controller, allowing easy and intuitive controls!
This week we talk about terrain generation and its rendering. We take a quick look at how we generate the mesh and how we create a diverse world.
After a week of bug fixing and on-going work on world rendering and generation, we start our series of team introductions starting with Zeknir.
In this Research Log, we go into detail with our Fog of War System, why it is important and how easy it is to implement a system like this!
We improved our Teams-System as well as introduce you into our Save and Load processes of Bio Colonies!
We’re taking a look at the result of our simple random 3d map generation of a Voxel Map for Bio Colonies, which is dynamically rendered in Unity.
We were finishing up some stuff and reworked our automated tests. We take a look at some changes in our map system and how we use our custom stable double.
Happy New Year!
In the first week of 2019, we progressed with our 3d-Map system and figured out how to dynamically load 3d-Models in Unity during run time!
While preparing to make our systems 3d-ready, we encountered some memory issues and we’re trying to re-teach our Microbes to move!
We finished up our internal tech demo and prepare for the 3D switch.
Our Websites are live, the Tech Demo nearly finished. It’s time to make a game!
Hello, people on the internet! We’re DragonOverflow Studio, a group of three friends from Austria developing a new real-time strategy game called Bio Colonies. After we left secondary technical college, we used the possibility to launch an indie game development studio. Bio Colonies was originally our project for the school leaving exam, but the idea of an RTS with a unique setting and fresh […]