Animation and Tiny Details

It’s amazing how much time you can spend on the really small things. For example my flaming brazers took up way too much more time. My fault.. I spotted them in Final Fantasy 14 and though “Damn they’re way better than mine”. So I found a better flame texture, added a surrounding glow and that improved things no end. I wanted them to start off slightly blueish and fade to the orangey color as they fade away completely….

This then led to me finding a bug where my colors weren’t even being used at all (was just defaulting from fading from white to white). That was a pain to track down but the result is much nicer flames which look realy realistic now. I’ll put them in a video another time.

The other, somewhat daunting task, is to make the NPC class support animated models. As you can see from the screenshot above, I succeeded in that. But again, this meant a fair bit of work behind the scenes cleaning up the animated model class to use the same shared texture resources as static models and also make the npc class supported by the editor with extra data (like animations and how fast to play them). A headache to say the least.

Feel like I didn’t make THAT much progress when I don’t have a pretty new video to show but I had to make the support for things for the player to interact with a lot more sophisticated or else it would just be a world of roaming non-animated rats. Not a world I’d want to live in anyway..

Until next time.

Flaming Braziers, Trees and More

So loads of updates and it’s really starting to come together as a small village.

As you can see the tree are back from the first tests and as you can see from my YouTube Channel there is now fluffy grass to go in the patchy grass around around the village. I think the effect works really well and it a combination of soft particles and billboarding for those that enjoy the technical side of all this. I’ll be adding bushes, rocks, patches of pebbles and scree (I think thats a word) which will make use of the Instanced renderer shortly.

What was great fun to add was some flaming braziers. That’s the right word for those isn’t it? Looks too much like Bra to me? Same spelling? Anyway.. those flaming pots as lights to welcome you to the village. I have quite got the light sphere to match up perfectly with the particle effect; it’s a little too intense and white but it’s nice to finally get to use the deferred lighting I built all those months ago.

I started to add in the peasants but that’s not really ready for public consumption yet.

I think the village need a vendor of some kinda. Some guy/gal selling stuff from under a canopy or from a tent.

Until next time.

The Village of Tarin

Ok so after another game design meeting we came up with a name (Tarin) and a basic layout for the starting village. 3 or 4 homes, a tavern for weary travellers and a farm (producing some kind of corn/wheat.. or something).

I’ve added a few props around such as barrels, a water trough, some creates and boxes. It’s funny how adding a few small things really makes it start to look like a village.

I’ll be adding in some more of this stuff along with scattering some instanced pebbles and soft-billboarded whispy grass to really add some realism to it next time.

Next up are some people to speak to. So I’ll need to wheel out Mr and Mrs Peasant (and get them doing a couple of basic animations. Oh how I hate animation.. Maybe I can hire someone for that part because my own efforts will certainly not be professional enough.

Until next time weary travellers.

tarin1.png

A Village of New Beginnings

Ok more world building.

First off I had to fiddle around a lot to find some nice buildings that weren’t too modern or too basic, that were, in fact, just right. And I think I did. The new buildings fit in nicely to Noobadventurer Town. Since this is a small “hamlet” it will only consist of 2 or 3 houses, a farm house with some corn (possibly chickens? Who knows..) and a small tavern with a room or two for wear travellers.

I will use the more modern and opulent buildings (behind in the featured image) but in the larger walled city on the hill (I really need some names for these places!).

oldandnew2.png

Here is another style. A more white-washed plaster look and a different style of window. I can change the style of the thatch too but I just want to get the village basically laid out first.

I all looks a bit bare right now but i’ll populate it with general town junk soon and some weeds and flowers dotted about.

For those that are interested in that kind of thing, these buildings don’t even have their normal and specular maps in yet and they look pretty good already I think.

I have to keep tweaking various things I hate about my world editor as a I go which is slowing me down but eventually I’ll get to a point where it’s pretty user friendly.

Ok. Well, until next time…

Realm of 2018

Well belated Happy New Year to you all.

Unfortunately I’ve been mostly busy with either other (much more boring) projects or world editor changes (and a few quick optimisations along the way.

Also there’s been a few game design meetings with the lovely Sarah where we flesh out the map of the first realm. The realm has been halved in size to 25 square km. 50 was WAY too large for a beginner “zone”. The first realm will have a large castle on a hill with a surrounding walled town but that’s not where the player will start. The map will have 2 small villages which the player can start in.

There will be a large forested area which will contain a dungeon down a tunnel in the south west. The south east will be a massive valley containing a encamped population of some kind of agressive but semi-intelligent monster. Goblins maybe? Ok a bit unoriginal.

There will be a road network connecting the towns and villages. One road in the north-east will lead to a dead end eventually where the roar will peter out into ruins and a graveyard which is where the second dungeon will be.

Ok so that’s the first realm designed. I’m in the process of getting in much better quality textures and models to make this all look rather lovely, hopefully you can see the improvement in quality already in the screenshot above.

No movie this time but I’ll try and get the first town down by the next post.

So nice to be not fixing bugs and

My villagers will need animating too…

Until then.

Probably Should Have Made Snowflake Particles

Oh well I didn’t. I was more interested in makingĀ  a sparkly effect for my players’ combat abilities (i’ve got blue sparkles like the JPRG Atelier Feris for now – Little cartoony but it’ll do for now) and blood splatters when you get hit by a monster (yes probably a rat for now).

 

These effects now need a way of being triggered at the appropriate time but I ran out of time for now to make that bit happen. The effects die after a certain number of particles have done their thing so far and can be positioned anywhere.

Depth sorting on the particles works quite well with no noticeable detriment to the framerate.

I’ll need to fire off multiple copies of the same effect again so I made need to restructure this a bit some more but It’s working well as it for now.

Will I have time for another update before Christmas? I hope so..

I really want my rat causing bloodsplats and me hitting back with my blue glitter.. Hardcore stuff!

 

Kill 10 Rats

It’s really picking up speed towards being a vaguely playable game now. I’ll just make a quick list of what’s been added:

  • NPC/Enemies now have shadows.
  • Shiny fonts
  • Loot dialog box
  • Quest dialog box
  • Enemies hit back
  • Enemies can die
  • Enemies can drop a treasure chest

Most of this is rather crude and I’m not 100% happy with any of it really (except the shadows).

The font is annoyingly spaced out and the look doesn’t quite fit but it’s better than TTF Arial. I don’t really like my dialog boxes either but they’ll do for now.

The enemies die ridiculously (just flip on the their side).

The treasure chest is just the same model moved just in front of the player.

There’s no way of actually putting the loot from chest into your bag.

But DESPITE all that I’m really really happy with how it’s going. I mean you can actually walk somewhere near an enemy, target it and go into basic combat with it and kill it (and maybe get some loot). That’s huge. It’s basically the flow of the game finally working.

Some refactoring and general neatening up is needed and also I get to do a really fun bit – add a particle effect for when you get hit or when you hit an ememy. Looking forward to that.

Hopefully I’ll get another update in before Christmas..

Oh I made a new video of the combat and loot etc. Even in it’s crude state I’m pretty happy with the result.