I am currently working on level generation to make it more organic i simulated simple lava physique for creating lava pools. It was fast enough that i could create real time simulation.



I have also added cooling effect that turns lava into stone.

I am currently working on level generation to make it more organic i simulated simple lava physique for creating lava pools. It was fast enough that i could create real time simulation.
I have also added cooling effect that turns lava into stone.
Pointless battle I have put spell casting animations inside game engine I still have to work out damage system but this his how it looks now: I will have to also find a way to differentiate characters fraction.
Spell casting 101 I have started to work on battle system so I have created my first spell casting animations for creatures.
Burn those veggies! Now lava interacts with some less durable vegetation and destroys it on collision.
I had concept for catching units by hand that shaters reality and pulls units into pocket dimmension.
Map generation Perlin noise composited with some gradients and rotating generation space creates this:
Shadow dweller Pigmey
Battle chaos I have added factions banners to identify characters affiliation. I have also taught them to make some basic movements including wall climbing. Next step I will add pathfinding so they could start making more advanced maneuvers.
Parallax secrets
Spell casting 102 So I have added spell particle collision detection and I have also added more spell variety. And in process of that it didn’t lose too much performance. Fire bolt Fire rain: Nova: Energy ray: Dark flame:
Validating objects position I have added UI elements for dragging and placing objects on map. While dragging each objects checks if it has valid ground to stand on enough free place and valid background in case of for example windows.
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