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Skyline Forums • View topic - Skyline Development 2017
From time to time we will inform the community of certain areas of Skyline Development. If we have decided to add a new features or new demos in development etc we will try to make a post in this topic.Feel free to leave your comments to help encourage out development team ; )

Skyline Development 2017

Skyline Development 2017

Postby StarFire » 20 Jan 2017, 16:41

Hi friends,

This journey has been a long one but we can see light at the end of the tunnel. The revamping of Skyline is now closer to the end than the start as there has been so much work to do but we feel that its getting there.

Ok current development:
Terrain: this is close to complete with only a couple of weeks of programming time left as SP has the brushes painting and height editing. although the nasty material bug has slowed this task down for now. Vegetation should take a further 6 weeks to complete but i hope there will be a user version sooner than that time.

Material: Until Tatty mentioned this the other week we thought this part of the work flow was working fine. Oh well!
But it is in the process of getting repaired so thank you for you patience :D.

Level Design and Game Mechanics: This area we have been reworking as time and time again we hear "How do I do .. " So we have created a new high level system to focus all assets and level design into one area. This is not to lose the current workflow, its to make it faster. This new game object system will have the new level design tools for speedy indoor construction. We are currently working in the interface and should have a working version in about 4 weeks.

As soon as the terrain is ready to use we will be replacing Gen1 with gen2 and then back to a single project to manage. I think realistically in about 6 months we should be fully caught up and gen2 will become just Skyline once again but will be way more kick ass then gen1 ever could be ;)
Dream the Journey, Live the Experience!
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Re: Skyline Development 2017

Postby planetX » 21 Jan 2017, 08:28

Gen1 was already a stunning engine, looking forward to the new Skyline.

Whish you folks the best of luck this year, hope you accomplish your goals soon. You're doing a great job. ;)
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Re: Skyline Development 2017

Postby SolarPortal » 21 Jan 2017, 13:12

Thank you @planetX :) Hows your game going :)



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Re: Skyline Development 2017

Postby StarFire » 21 Jan 2017, 13:58

Thank you planetX for you kind comment :D
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Re: Skyline Development 2017

Postby planetX » 21 Jan 2017, 17:19

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Re: Skyline Development 2017

Postby SolarPortal » 21 Jan 2017, 19:14

cool :) Sadly, webGL is currently not on the plans for skyline as there is much still to do for the current platforms.
After these are stable, then we do have plans for android & ios, but they are also some time off :)

Hope this helps



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Re: Skyline Development 2017

Postby planetX » 22 Jan 2017, 08:46

No problem, I have other alternatives, like Blender4Web. But as I said, still too early to think about that. Just saw the WebGL option in the Skyline exporter and wondering... :roll:

Thanks! ;)
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Re: Skyline Development 2017

Postby Gtox » 23 Jan 2017, 05:48

Gen2 is looking great, wish you all the best for this year and beyond.
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Re: Skyline Development 2017

Postby SolarPortal » 26 Jan 2017, 14:11

thank you gtox, and to you too :)



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Postby kohelo » 26 Jan 2017, 17:02

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Last edited by kohelo on 10 May 2018, 03:05, edited 2 times in total.
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Re: Skyline Development 2017

Postby SolarPortal » 28 Jan 2017, 13:47

Thank you kohelo!... Just wondering why you like/use skyline when your making your own small game engine?



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_

Postby kohelo » 28 Jan 2017, 23:50

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Last edited by kohelo on 10 May 2018, 03:05, edited 3 times in total.
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Re: Skyline Development 2017

Postby SolarPortal » 29 Jan 2017, 15:26




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