Game
Project Atral: The Riddle of Durendare
4 months ago

Fixes and ajdustments.


I have finally fixed the graphics settings. They are now fully working. The mistake was small, but usual for a beginner like me. Specially because these settings are complex to do and easy to oversee details.

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All staircases now work properly.

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After applying the audio settings, they will now change a bit softer, to avoid problems for people with sensitive ears (like me).



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TORUN - the first stallion in the project! Now Rabica's not alone on the island anymore. His textures are work in progress, but i still wanted to see them in the engine before deciding how to enhance them. Torun is currently not playable.

I have reworked the foal model in Blender. It looks way better now. I only need to model the mouth, teeth and eyes now.

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

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!

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!

Very quick fix before my development pause. The credits are now fully accessible by the main menu screen and you can close them with the button too.

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.

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