Game
Project Atral: The Riddle of Durendare
3 months ago

I'm soon upgrading Cosmo (my Gaming PC) to the MSI GeForce RTX 3050 Ventus 2X XS, which has 8 GB of VRAM. My new RAM are also on the way: 32 GB. This gives me a few new resources for development (building lights, shadows, geometry and so on).




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The unsolvable problem in the settings menu caused me to rework it. It's now only accessible by the pause menu. The settings menu got only slightly reworked. The "back" button is bigger and i had to put in a background.

I have worked a lot on the cleanup of the horse model. It's now ready for UV mapping and then texturing.

I've started to make the first texture. This is Rabica's fur color. She's the leader of the herd.

Placed a lot more trees and bushes. Placed the tiny hermit hut on Dan's Dot. Worked on the vegetation performance. Next up: texture performance (decreasing resolution, decal ivy instead of texture ivy on the stables and riding hall).

The cottages are now done and have been placed into their final positions. What's left to do is fill them up with furniture and make custom collisions.

New contents:

- Stairs to the cottages

- Wooden pillars for the cottages

- Door numbers

- Mini Map frame has a higher resolution now

Fixed problems:

- Newly placed trees are no longer standing rotated. Thanks to @KingCobra1998 for the help!

Despite horrible neck pain, i'm working on the foal model, which is supposed to be in the herd of horses on the island.

New features:

- Audio settings menu

- Simple day-night-cycle

Fixed problems:

- Double pause menu

- Oversized buttons

The widget of the audio settings menu works fine now, yet the settings themselves not. Working on it!

I've worked on the criollo definitivo model. It will be the base for the ingame horses. I have to refine it a bit, then i can reduce the polygon count and texture it.

I've made a horse statue: "founding stallion" of Stud Durendare. I'm not sure yet if i'll keep the penis or not. I was just trolling a bit there. But if you like it, tell me.