Friday, May 30, 2014

Two more shots. The first, with diagonal walls, which I think helps a lot.


The second with perturbation, which for this wall style I think is overkill, but I think it could look real good for a more naturalish terrain.


 It feels like we're making progress.

Walls and Underwalls

Making good progress on rendering walls. We're calculating offsets, building loops using UV tiles of various sizes, and fading the wall when the camera needs to see through it. I also want to add in a bit of coordinate perturbation, and bridging for diagonal segments, so that it looks a bit less jagged. That, and rendering grid outlines on the floor, I think will go a long way towards making it feel like a space.

..I still need to get shadows back on line, and I want to push lighting much further as well. And fog. And scenery. And play with the camera controls. Gah so much to do. And that stuff might take a back burner to developing the gameplay. My short term goal is to schedule a multi player playtest, and for that I'll need multiple sides, combat, and perhaps even victory conditions.

Thursday, May 29, 2014

Forest Spirit is glad you're here.



"Oh good, you've finally found my temple. Listen, shit's been going down around here lately, I barely even recognize my own forest anymore. I hope your quest log is empty, because ohmygod do I have stuff for you to do."

Tuesday, May 20, 2014

"Waitstill" would be a scout for sure.

"I have a special place in my heart for virtue names," says Caitlin [a scholar of colonial America]. "We often think of Faith, Hope, Joy, Grace, etc., as feminine names, but in colonial New England it was just as common to bestow virtue names on boys: Waitstill, Fearnot, Comfort, Increase, Rich-Grace, Vigilant, Experience, Return, etc. I love both the boldness of the names and the fact that parents were as creative with boys' names as with girls'."


(from here)


Tehehe name-generator-ing.

A Font

This is a free font called Philosopher.

Gonna try it out for a bit. I like that it's fairly readable at small sizes, and just a little bit quirky. If anyone has another suggestion please let me know!

Thursday, May 15, 2014

And We're Back

Nick has decided to move on to other projects, so I'm pulling Legacy development back here. No hard feelings! I've been doing a lot of infrastructural work over the last couple of weeks, but when there's more progress to share this is where you'll find it.