4 years ago

Four years ago, I was 5 months into making my game. I had not yet installed Unity, scared of learning to code, and was really enjoying material nodes and sculpting in Blender, so I made my first race, the Kryth.




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A look at the custom cloud/fog shader I am working on. It was for underworld fog, but now I see how it looks, and how cheap it is, I will be making clouds for the overworld as well.

Four seasons in the underworld overland map, sped up to 30 seconds per season. All procedural.

There will be two physical planes for the player, the overworld, and the underworld, and many astral planes

Race Nation and Soul Customization, W.I.P.

This is all mostly old, actually, just back to working on these features. A game where you can customize everything.

Visual Update and New Direction:

And QnA!

For four years, I have been making the game I want to play. The game I want to play has an overland and area map, multiple planes, everything is customizable, in game, including races, players, weapons and worlds

WIP

Legion formation to rank formation to swarm formation, and then back to legion formations

In 2005, this 1024 x 768 image took over 18 hours to render, and IIRC Blender had no CTRL+Z function. IK was a brand new feature, that I was trying out for the building robot pose.

I made a fun furniture trap in #Blender inspired by Bandit Trap! What do you think?

Challenging. Standard surface has oceans and seas mapped out, required to make rivers, but no oceans in underworld.

Not liking my rivers, may change them to deep black crevices in the rock, or make them streams of rising fog, not sure yet.