Game
Project Atral: The Riddle of Durendare
1 year 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 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!

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).

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!

A few behind the scenes pictures for you, if you're curious.

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

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 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.

The animations are all work in progress.

New features:

- Audio settings menu

- Simple day-night-cycle

Fixed problems:

- Double pause menu

- Oversized buttons

The widget of the audio settings menu works fine now, yet the settings themselves not. Working on it!

I've modeled and textured a modular ramp today. All by hand in Blender and Substance Painter. I'm using it for the docks. The Durendares transported horses and wares up and down to the docks.