Game
Project Atral: The Riddle of Durendare
6 months ago

NAV-Mesh done

Volumetric Fog done

Now everything is ready to implement the first AI animals. I'll use the ones from the marketplace to learn it, before i use my horse model (which isn't ready yet anyway).




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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).

I've achieved a lot today. The protagonist and player character - Mikhal - is inside the engine and playable! You won't see his head though, because of first person perspective. Time for a pause! My body hurts from sitting around for so long!

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

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

A few behind the scenes pictures for you, if you're curious.

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.

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!

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.

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!

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.