So, finally, after a pause of 2 months (or 3…something like that) back to do some work on my little pet project.
Not much, doing some 3D models and during this week — or maybe during the weekend — I’ll make the first working concept of the main menu.
Still, one game design question remains: Loads between interiors and exteriors (that being, different maps for each) or attempt to make it completely seamless. While I personally prefer the seamless way, don’t know if it is possible/practical to implement, but if it is, part of me says occlusion culling would play quite a big part on it, now is the part where I get a bit nervous since I’m using Unity Free and Umbra is pro only
Fear not! I can still try to use M2H Occlusion System, while not even close to be as powerful as Umbra, I believe it will be good enough for my project. Although this is not a “It’s perfect for me.” it’s more a “It has to work, it’s the only solution.”
The biggest problems are buildings and other props, because since it is a ‘Silent Hillish’ game there are not many enemies or other things moving around, it also helps that we will be using some of that ‘Silent Hillish’ fog, at least in some zones of the map — this way I can simply shorten the camera clipping plane in those zones — , so overall I think occlusion culling mixed with some ‘manual’ culling will work OK. Guess I’ll find the answer sooner or later. Betting on later, since right now there’s not many objects to use occlusion culling on.
See you next time.