Welcome back to another Logic World Wednesday! This week, in The Shiny Edition, we’re polishing up the game and getting it prepared for release.
Before we begin, we have a very special announcement. Logic World is going to have a full original soundtrack, and we’ve found the perfect person to write it. It is our pleasure to introduce Markku Wainman, composer for Logic World!
Hello, everyone! I am happy to have a chance to talk about the music I am writing and producing for Logic World with you today. Myself and the creators wanted the music to compliment the beauty of circuits doing math while helping the player to focus on and engage in the gameplay. We also concluded that the addition of live musical sources would breathe life into the synthesized instruments that are sonically emblematic of computers. I want these carefully selected instruments to help the melodies and musical textures stick with you after playing the game to remind you of Logic World and the beauty that is created in a computer. Working on creating an effective score has been a challenging and rewarding process that I feel very lucky to be a part of. I hope you enjoy my music!
This week I’ve been working on reimplementing the integrated server. Previously the server was being compiled targeting .NET 4.6 in order to be loaded by the Mono runtime Unity uses. However, this was less than ideal, because the server couldn’t benefit from the performance upgrades .NET Core 3 brings.
The server is now launched as a separate process from the game, allowing us to use the .NET Core 3.1 build. In order to communicate between the game and the server instance we redirect the stdin and stdout streams, allowing the user to send commands to the server and read its output as if it were a regular server.
Doing things this way is more complicated and difficult, but this upgrade ensures that you’ll always have the best possible performance while playing Logic World.
SHINY BOBBY SHINY BOBBY SHINY BOBBY SHINY BOBBY
SHINY BOBBY SHINY BOBBY SHINY BOBBY
In all seriousness, this week I’ve added some options for customizing your Bobby. You can now choose bobby’s colors, and if you so desire, you can enable SHINY BOBBY.
We’ve previously talked about including full custom multiplayer avatars. Unfortunately, there isn’t time to include this for 1.0. That feature will be coming in 1.1. Until then, everybody is Bobby.
I’ve made a ton of progress on the settings menu this week!
Let’s take a look at all the new things:
The menu isn’t quite done yet - I’m still working on getting it to generate from code - but I’m extremely happy with how it’s coming along.
This week I’ve been polishing the lighting setup for the game. In particular, I’ve done my best to normalize the difference between light and dark; I don’t want fully lit objects to be overwhelmingly bright, and I don’t want objects in shadow to be so dark it’s hard to see them.
Click here for high-res images to compare: before 1, before 2, after 1, after 2. (Please excuse the wires in the after screenshots that are black when they should be red - it’s a bug I forgot to fix before taking them :P)
Lighting is really finnicky and difficult, especially in a game where the same lighting has to work for every situation: I don’t know what you’re going to build, but I need to have a lighting setup that works for the things you build. The results you see took many hours of tweaking and experimenting, but I’m feeling pretty happy with them.
See you next Wednesday!