Game
Project Atral: The Riddle of Durendare

5 months ago

I've added an info page about the controls. Fixed the teleporter from Atral to Dan's Dot. Then added a teleporter from Dan's Dot back to Atral. During development the teleporter to Dan's Dot temporarily stays near the buildings.




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These are renders in Blender of my indoor riding arena. It is low poly, but has high resolution textures, which are mostly handpainted. The roof, sand and mossy tarmac textures are from free resources.

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 added some interior to the stables. Everything of the stables and inside is modeled by myself.

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.

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

What you see here is an alpha stage map of the project. The Stjarnvik isle is new. I might make it a bit bigger though. The reason why the trees aren't visible is the LOD.

Concept Art of Mikhal, the protagonist and player character. Now that his design is finished, i can start modeling the details.

art comission.

Enemies can also suddenly spawn through Realm Rifts. These Rift Spawns are going to be stronger than the ones wandering around. TBD on the enemies... #screenshotsaturday #godstear #madewithunity

Werehog transformation process. #sonicunleashed