The Blending of the Realm

Ok so lots of new stuff. Yay.

Firstly you can see there’s a working health and power bar. How power is used it’s entirely decided but it’s there and it works which is most important for now.

After all the behind the scenes stuff it was nice to just work on the game again. So now you can target other entities (NPC’s, animals etc) with the spinning targeting arrow. So there’s that.

I spend an annoying amount of time fiddling with the jiggly shadows problem which I promised I’d leave alone for now. It’s not THAT tough to fix I just haven’t figured it out yet. I will but I just don’t want to get too bogged down in a minor visual problem.

Talking of annoying problems, I wanted to get my peasant male/female models standing in a sensible rest position. I managed that eventually. I think I really need to leave SoftImage and learn 3DS though. SoftImage just doesn’t seem to like exporting FBXs that anything actually likes unless you do everything “just so” and even then you sometimes end up with a distorted mess.

Another big leap forward was the ability to be able to edit the texture of the ground using the editor (rather than the blend map in GIMP which just isn’t really practice in a 50km terrain). So this is exactly what I did, it’s not remotely perfect but I think you get the idea of the beginnings of it from the video capture below.

I’ll probably have to work out some kind of rudimentary combat soon. Kinda exciting.

Have a look at this:

Terrain Blend Map EditingĀ 

Seeya next week!



Rats and Ruins

So this weekend I mostly worked on… no that’s a horrible way to start a blog post. Sound too much like a Fast Show sketch.

Anyway I worked on the UI some more. As you can see from the screenshot there’s now some actions assigned to the hotkeys. I’m not going to have the hotbar endless configurable like Everquest. 1: Because I personally think it’s actually annoying when you forgot to turn on/off draggable icons or you made the bar too small or big and you can’t read the chat or other ridiculous UI problems. 2: Console users will not really want all that anyway. they’ll just want to be able to assign an action to an appropriate console button.

I’m trying to keep it simple. So 6 actions assigned on 1 bar. Then you can flip to another bar with mouse (or use L2/R2 on a PS4 for example).

I wanted to get a health and power bar in this weekend but it’s not ready for this post. Shouldn’t be too long though. I’m planning on going with a bar along the bottom of the screen so it doesn’t obscure the play area too much or require your eyes to look around too must. It will be a double bar. Green at the top for health and probably blue or orange for power/mana/stamina or whatever it ends up being.

Moving on… I’ve started to add some ruins for some giant rats (first enemy) to wander around. I’m not amazingly happy with the look of the ruined walls. I think i make make them more mossy but it’s early days on those. They don’t blend in with the grass of the terrain where they are anyway so that will have to change.

“So much to do, so little time” as the Joker once said in the Tim Burton version of Batman. He also said “Ever dance with the Devil in the pale moonlight?” which makes less sense and has no relevance to this post at all.