It took a lot of work upfront to figure out what kind of module shapes and designs “worked” with this system, and how to create a shader that could make them a) look good, b) distinctive, and c) not overload the GPU. I was able to work with a concept artist and 3D modeler to produce much better models in much less time. And it took me a ridiculous amount of time to make them. They came out “okay” but it was obvious I think that they weren’t made by an artist. , I made all the modules myself in Blender. Once I got the prototype working, the next step was to find out how it would look with actual 3D models. It also needed to maintain a map of connections so that if a module was removed (or destroyed in the case of NPCs) any modules that no longer had a path to the bridge would also be removed. With these definitions, the ship-building logic needed to transform both the occupied hexes and their edges by their rotation, as well as handle “reflection” for asymmetric modules. Getting this working was a bit harder than I envisioned: modules needed to define both the hexes they occupied, as well as the edges that were valid connectors. The first step was to produce a prototype of the new module layout logic, shown below: Each module only occupied a single hex in the ship layout data, but some modules had special logic to “fake” being larger than a hex.įor the sequel, I had a few changes that I wanted to try to implement: modules of different sizes and shapes, support for module rotations, and a unified set of modules for both player and NPCs with faction coloring being handled in the shader, rather than each faction needing their own set of module prefabs with their own materials. In the game logic, a ship consisted of a hex coordinates and the corresponding module. Ships were built on a hexagonal grid with module prefabs. I mentioned in the announcement that the shipbuilding system has undergone a significant overhaul, so I thought I’d give a little more detail on that. Missile and beam improvements and technologies.Implementing player controls for secondary weapons.Crew UI work, started working with the portrait artist on crew character portraits.Started working with the composer, Moritz, on music for the game.I’m aiming to do a larger beta once the next batch of features and content are polished to my satisfaction, probably around the first week of September (fingers crossed). The game has been through 2 small rounds of closed betas at this point and the feedback I’ve been getting is very positive. I’m going to try to post more regular updates with a quick snapshot on what I’ve been up to, as well as some more details on particular aspects of the game. I’ve been so busy that I haven’t had time to keep you all updated on what I’ve been doing. Conjure the spirits to bring to life a creature made from body parts you have collected during your battles.Progress update and the shipbuilding systemĭevelopment is going ahead at full warp. * Build your very own ultimate fighting creature. Become bound to the Battle Tower through a mystical relic known as a Dragon Stone Looming like a colossal stone claw over Sentinel Island, stands the Battle Tower, a vast citadel built many centuries ago by a long forgotten Dragon Mage. * Use your powerful Battle Tower as base of operations. Divinity 2 : Ego Draconis gives you a wide range of moral choices when deciding on how to act on quest objectives. * Dynamically unfolding storyline depending on your choices and skills. For the first time, an RPG unleashes the power of the Dragon on you! Climb high and vaporize all that stands in your way as you strategically use both Human & Dragon forms to defeat Damian and become the ultimate Dragon Knight! With the dragons now on the side of evil, many young men and women of Rivellon have taken up the role of ridding the world of these dragons – they are known as Dragon Slayers. To do so, Damian takes control of the minds of the world’s rarest and most powerful beings: the Dragon Knights, whom he unleashes on to the world. While men enjoy their first years of real peace, Damian breaks free from his bonds and returns to the world of Rivellon to take vengeance on he who imprisoned him. Many years have passed since the darkness of Damian’s armies was repelled and Damian was banished into another realm by man’s Demigod hero, the Divine.
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