Game
Project Atral: The Riddle of Durendare
5 months ago

Part 3 - Latest Updates to the Project

9. Fake fog

10. Auto Material for grass and rock

11. A lake

12. Damaged concrete paths

13. First quest item (diary)

14. Zoom in/out camera

15. Ego perspective switch




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

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 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.

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.

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.

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

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

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.

Shoobies leave a sticky trail of mucus in their wake, which can impede movement for any creature that steps in it.

Successful landing

#screenshotsaturday