Game
Project Atral: The Riddle of Durendare
11 days ago

A few adjustments here and there...


Textures:

  1. Added a new meadow grass texture and painted it on the landscape.

  2. Corrected a part of the "cracked concrete" texture around the stable and added a normal map.

  3. Made Mikhals nails translucent.

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Animations:

  1. Reworked Mikhals unclean "Idle" animation.

  2. New animations for Mikhal: "IdleRockPaperScissors", "IdlePeace", "IdleQuadraticHands".

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Nature Effects:

  1. Day-Night-Cycle finally fixed, AND it's getting dark properly.

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Foliage:

  1. Moved another foliage that was misplaced.

  2. Corrected the culling distance of several foliage assets.

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AI:

  1. Reworked the basic AI for later uses with the horses.

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Currently work in progress:

  1. A function to toggle off rain and snow effects for weaker CPUs.

  2. NSFW Warning before entering the Alpha Demo.

  3. Music settings overhaul



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

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

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!

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 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.

The animations are all work in progress.

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.

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

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