****Small Update****
No earth shattering news but as you know, games like this grow in small increments.
I have been adding to existing areas, which I hope you're not tired of seeing A few other tiny things have happened too though.
I have finally gone through my asset library and fixed materialindex issues and some transparency issues. If you also have foliage that doesn't work quite right, with it obscuring objects behind it or having outlines around the leaves/branches do this:
1. Make sure the occluder/occludee setting is proper for the way you use it (duh!)
2. Make sure the line "transparency = 5" is added to the .fpe.
3. Be sure to quickly edit the texture to make sure the part that has transparency to it (leaves, grasses, branches) don't touch the edge of the texture.
Now you should be all set and they should (mostly) render as intended. Special thanks to Duke for giving me the hint about that last part.
Also this: All you script savvy folks might be able to point me in the right direction:
For the game, I want the player to be able to carry only 2 weapons. A light one and a heavy one. So whenever he finds a new light weapon (dagger, shortsword...so on) he will have to switch it with the one he has currently equipped. Same with the heavy weapons. The other 7 weapon slots should be reserved for spells, where the same system applies.
Is that at all achievable in LUA? I wouldn't know how to go about that so I am looking for input
So, here is some more wandering through the nature of Sha'Rath: I am in no way advocating for anything but I must say that I think the final game will also be fun to stroll through while stoned.
***Changelog***
Fixed some media to render properly
Additions to levels
As always, thanks for stopping by and I am always grateful for feedback!
So long!
Next up
Alpha Version of the Apothecary Levels. Some jank is to be expected.
Timestamps:
Dialog System : 0:14
Gathering Hidden Items: 02:26
Nightclub: 05:44
Minor Fire Fight: 06:44
Entering the church: 11:56
Exclusion Zone : 14:00
After some technical issues I got helped with by helpful members of the community, here are some impressions of the industrial area for Spectre. Some inverted text will get fixed later on.
New custom hair and face textures for spectre.
This is the dev log for Shavra from March.
Spectre: Harbor Area and various other work in progress related things discussed in this article.
A short summary of earlier version of Shavra, including screenshots to give you an impression where this game came from and what I aim to do with it.
West Yantai Loading Dock for Spectre. More info in article attached to this post. Visit project here: https://gamejolt.com/games/spectre/628563
First incarnation of the new(ish) version of Shavra. Here you will see the version I worked on and off roughly from 2014 to 16 before I took a break from the project. Early concepts, rough rendering and iffy art direction included.
Update for spectre. Work being done on optimisation. Also featuring overhauled screenshots and video of the first level.
Yes, ladies and gentlemen its that most delightful place you all wish you could visit. The sewers! Wether you fancy a romantic picnic or a relaxing evening walk, the delightful scenery of the sewers has got you covered.
0 comments