
Four seasons in the underworld overland map, sped up to 30 seconds per season. All procedural.
There will be two physical planes for the player, the overworld, and the underworld, and many astral planes
Next up
New Fog Of War system for overland map, and stress test of 400 units on overland and area map (FOW of area map not complete)
Race Nation and Soul Customization, W.I.P.
This is all mostly old, actually, just back to working on these features. A game where you can customize everything.
Four years ago, I was 5 months into making my game. I had not yet installed Unity, scared of learning to code, and was really enjoying material nodes and sculpting in Blender, so I made my first race, the Kryth.
In 2005, this 1024 x 768 image took over 18 hours to render, and IIRC Blender had no CTRL+Z function. IK was a brand new feature, that I was trying out for the building robot pose.
A look at the custom cloud/fog shader I am working on. It was for underworld fog, but now I see how it looks, and how cheap it is, I will be making clouds for the overworld as well.
XML modding editor functional. Players can edit pages directly in game, allowing them to add stories to their characters, weapons, castles, histories for their nations, monuments, explanations of new spells they created, etc... whatever they want.
Challenging. Standard surface has oceans and seas mapped out, required to make rivers, but no oceans in underworld.
Not liking my rivers, may change them to deep black crevices in the rock, or make them streams of rising fog, not sure yet.
For four years, I have been making the game I want to play. The game I want to play has an overland and area map, multiple planes, everything is customizable, in game, including races, players, weapons and worlds
Legion formation to rank formation to swarm formation, and then back to legion formations
My models looked poor. I thought it was lighting or something. I made the noob mistake of forgetting to import my normal maps as normal maps. The armor shader is now a hybrid of mesh rebuild and shader.
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