This Is The Future Of Game Texturing - Space Game Devlog #32

In Devlog #32, LevelCap and his team discuss the implementation of a layered material system in their spaceship game, which enhances texturing efficiency and allows for dynamic customization of ship appearances. The video also introduces new concept artist Krueger’s brutalist designs and outlines the development of various weapon systems, emphasizing the importance of a solid asset pipeline for future progress.

In Devlog #32, LevelCap discusses the ongoing development of a spaceship game being built in Unreal Engine 5, alongside his colleague Rich and a small team of community members. The focus of this episode is on the introduction of a layered material system, which aims to revolutionize game texturing by allowing developers to stack materials efficiently. This innovative approach reduces the need for multiple material IDs and shaders on a mesh, thereby optimizing draw calls and conserving memory and storage space. The team is excited about the potential of this system, which will enable dynamic customization of ship appearances and the application of damage effects.

The video showcases an early game hauling ship, which serves as a prototype for testing the new layered material system. LevelCap explains how the system functions, utilizing just two different materials to manage ambient occlusion and edge wear, while masking regions for further customization. This streamlined method not only enhances the visual fidelity of the game but also simplifies the overall asset management process. The development team is eager to refine this workflow to unlock more creative possibilities in ship design and customization.

In addition to the material system, the devlog highlights the introduction of a new concept artist, Krueger, who brings a unique brutalist style to the spaceship designs. LevelCap shares some of the initial concepts created by Krueger, including loot stashes and ammo depots that players can discover during exploration. These assets are designed to function like treasure chests in the game, offering players valuable resources and enhancing the gameplay experience. The team is also conceptualizing defense platforms that can serve as obstacles or challenges for players, further enriching the game world.

The video also delves into the design of various weapon systems for the game, including size-based classifications for different types of armaments. LevelCap discusses the concepts for size one weapons, which include hybrid options for missile defense and ship-to-ship combat, as well as recoiless cannons designed for space engagements. The team is working on size two and three weapons, which will cater to different combat scenarios and ship sizes, ensuring a diverse arsenal for players to utilize in battles. This attention to weapon design is aimed at enhancing the strategic elements of combat within the game.

Finally, LevelCap emphasizes the importance of establishing a solid asset pipeline to ensure efficient workflow and long-term adaptability in the game’s development. With Rich set to return soon, the team looks forward to discussing the quest system in future devlogs. The video concludes with an invitation for viewers to follow the project more closely through Discord and to explore previous devlogs. Overall, the devlog showcases significant progress in the game’s development, highlighting both technical advancements and creative design efforts.