Woah.
So much progress made, boringly a lot of it is hidden away a bit from anyone actually ever seeing it besides me but regardless. Mucho progresso made-o. Yeah I’ll never do that again.
Ok for starters there is now a mini to go with the main map which shows a spinning golden arrow to show which way you are facing. And to go with that the game now has a compass. Strangely enough that’s actually making it easier for me to not get lost in my own world (yep I’ve done it).
Here you see these new UI additions.
Ok moving on since the whole quest cycle is now finished (well it is now anyway) I need to branch out and make some surrounding areas more populated with things to do. I’ve started to make a narrow path leading to an old sage’s house. This meant I needed to make some improvements to my instancing and soft particle editors. They were both missing vital undo/delete functions.
It’s just way too annoying to reload the game if i place a bush I don’t want in the wrong palce or hack the data. Also to make the narrow path I had to use one of my spare ground textures from blendmap 2 (the first map is grass, stone, mud. The 2nd is cobbles, snow – for now and now sandy gravel).
Even that wasn’t enough to make a satifactory narrow path so I added in something I’d wanted for a long time: A color map. This basically allowed me to bright/darken or adjust the color of a 1 pixel of the terrain map. which translates to about 50cm squared. It just makes it possible to make things look more natural and will be very useful in the future.
Oh also I needed more types of long grass and bushes. Anyway those of you who follow me on twitter will already have seen the beginnings of this mysterious path.
So there’s the bushes and soft particles (a little ground fog/mist throw in) and here is the path itself with the next texture mapping and color map. Subtle but then it’s meant to be an old worn path. I’ve turned off one batch of foilage temporarily so you can actually see it.. Pretty effective I think.
Ok and there’s more… well at lot more in terms of coding.
NPC now support multiple animations finally and they can roam following paths and play a specific animation at each step at whatever speed is selected.
So now we have woman with a slightly angry walk following a triangle i’ve laid out for her to follow. Maybe she doesn’t like triangles.
At least she has a shadow.. as do all the NPCs now and that’s the final major thing that was added. Next up I’ll be be adding said sage and battered house and maybe a broken cobble path to some spooky ruins.
The fun bits basically!
Until next time.