Working on a new encounter, which can appear on Desktop and scare your pet

The hardest part is animating, so the image doesn't look static. Now I understand the guys who made REPLACED, who have over 10,000 sprites in their game 😅

I've done some dynamic only for parts of the portal, but it's already exhausted me.

u/Suvitruf — 4 days ago

Когда тебя спрашивают, пригодилась ли тебе школьная/университетская физика и математика

u/Suvitruf — 10 days ago
▲ 273 r/arcanum+1 crossposts

Arcanum на Unity: дневник разработки 1 — текущий статус

Записал коротенькое видео про текущий статус проекта, планы и прочее.

Пока что сложно сказать, когда публичная играбельная демка будет, но к концу года, думаю, получится собрать что-то, чтоб другим дать.

Все исходники будут на Гитхабе: https://github.com/Suvitruf/unity-arcanum

youtube.com
u/Suvitruf — 13 days ago
▲ 17 r/arcanum

Should scripted damage grant EXP?

While I'm working on Arcanum Unity port people ask me about different stuff.

Recently, I had a question about scripted damage. As you know, in the original game, you don't gain EXP if a scripted trap kills someone.

Opinion: if you initiated the action, you should probably receive EXP. However, that would differ from the retail version.

What do you think? Should you gain EXP in this case, or should I keep it the same as in the original game? 🤔

reddit.com
u/Suvitruf — 22 days ago
▲ 158 r/arcanum

Quests, reputation, rumors are implemented as well as a diary UI

Now almost everything is tracked and updated during the gameplay.

Again, repo of this project is on Github.

u/Suvitruf — 29 days ago

A few animation/sprites concepts for my in-game kitty reading a book or looking at a monitor

u/Suvitruf — 1 month ago
▲ 60 r/arcanum

Optional turn-order bar?

In debug mode, I have the enemies' turn order displayed at the top of the screen. I'm wondering whether I should make this feature optional (off by default) and add it to the final version 🤔

Again, link to the project: https://github.com/Suvitruf/unity-arcanum.

u/Suvitruf — 1 month ago
▲ 189 r/arcanum

Working on UI in Arcanum Unity port: implemented character window

Again, repo of this project is on Github.

Now I can level-up, spend points to attributes, learn spells and use them. Also it persist between runs (global save system). Basic sound-system was also implemented. Yeah, there some issues with UI art scaling and positioning, but not critical for now, I'm going to fix it later 😅

There are several subsystem remain to implement. After that I'll try to make playable demo.

u/Suvitruf — 1 month ago
▲ 11 r/Unity3D

Box3D in Unity: pyramid test with 16k objects

Erin Catto recently made native Box3d test. So I've reproduced it in Unity with my wrapper.

  • Steps 0–470 (active): ~7–9 ms all 16,290 boxes awake, re-solving contacts.
  • Steps ~600–799 (settling → asleep): drops from ~6.7 ms down to ~3.7–4.0 ms.

Looks great. Tested on Nvidia 5080 with 8 threads.

youtube.com
u/Suvitruf — 1 month ago
▲ 183 r/arcanum

Now Arcanum unity port is playable in browser

Again, repo of this project is on Github.

Obviously, browser can't access your local files directly. So you will have to chose some files from your Arcanum's installation folder.

But after that I can access it in memory and read it.

I'll do some cleanup and make public demo on Github pages after that.

u/Suvitruf — 2 months ago
▲ 23 r/Unity3D

Box3d for Unity

Recently Erin Catto released Box3d. And I wanted to test in Unity.

So here is the Repo on Github.

  • Implemented most of the APIs
  • Has unit tests
  • Has several scenes to play around

There are definitely some bugs and possible performance improvements, but even now Box3d scales nice with the number of independent simulation islands.

Original library is in early stage, and will be changed a lot. I'll try to keep my repo up to date.

u/Suvitruf — 2 months ago
▲ 76 r/arcanum

Added test scene to check tiles rendering for any sector from the original game

All test scenes are here on Github. You need Unity to test it. And it leads me to the question...

Do I need to create a small build, so everyone (even without Unity) will be able to test these scenes? 🤔

u/Suvitruf — 2 months ago
▲ 31 r/gamedev

Erin Catto released Box3d

As Erin writes, it's essentially a fork of Box2d with additional features on top. All the features of the original engine still work here: multithreading, SIMD, C17, etc.

He explains this in more detail in the video.

Motivation? They tried using UE5 for their game, but its Chaos physics engine proved unsuitable. Again, he talks about his experience in his blog, which also includes an attempt to integrate Rubikon from Half-Life: Alyx into Unreal Engine.

box2d.org
u/Suvitruf — 2 months ago
▲ 62 r/gamedev

Fenris Creations (EVE Online devs) opensorsed Carbon Engine

Released a bunch of modules, ranging from physics simulation and a graphics engine to modules for UI, sound, and network.

And everything is licensed under the MIT. This means it can be used freely for commercial purposes.

github.com
u/Suvitruf — 2 months ago
▲ 42 r/arcanum

Funny bug while working on magick in Arcanum port (doors instead of fog)

Currently trying to implement a spell system. And I'm having a lot of problems finding the necessary art for the spells and logic to cast it.

Sometimes it leads to funny interactions 😅

P.S. the project is on Github.

u/Suvitruf — 2 months ago
▲ 13 r/Unity2D+1 crossposts

I was thinking about how to let players change the cat’s color

For now, I ended up implementing it with a LUT and a shader. I just create configs for color remapping, and the shader changes the colors at runtime.

u/Suvitruf — 2 months ago
▲ 94 r/arcanum

Public repo for Unity Arcanum and basic docs

So, I've decided to start early and release part of the project on GitHub.

Right now, it contains:

  1. Structures for parsing the original assets
  2. Documentation about the original formats

I've also recently started working on test scenes where I can view assets and animations together, because it's impossible to validate everything through code/tests alone.

I'm going to release the source code step by step, module by module, after proper testing and code cleanup.

u/Suvitruf — 2 months ago
▲ 198 r/gamedev

Bohemia Interactive shared Arma: Cold War Assault sources on Github

The engine code was also released. And they didn't just release the old code; they converted it to C++20 beforehand.

Furthermore, they added support for modern versions of Windows and Linux.

github.com
u/Suvitruf — 2 months ago