Dragonbane Creation

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Dragonbane Creation
DragonbaneCreation@www.dragonbanecreation.com
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Creating the world of Dragonbane Creation
ART DIRECTION This is not snow on rocks. This is me 1) not knowing how to sculpt well and completely messing up the topology and 2) not knowing how to correctly use the lightmap plugin. However, this is the perfect first step to define the direction I want to follow for the style. image CREW & VEHICLES To find the right size for the spaceship, vehicles and the crew, I created a simple scene. image This is the first exploration for the customization of vehicles depending on the player background. image The vehicle is fully animated and can be tested on Desktop here using WASD: https://www.dragonbanecreation.com/en/systems/players/player-controls/vehicle-controls SHADERS Shaders have been integrated into the game engine. This is the prototype for a snow shader following hand-painted vertices and using their color to deform the geometry of the mesh. image FIBONACCI In order to generate interesting hierarchies and locations, I studied and integrated generators following the Fibonacci sequence and the Golden ratio. OTHERS These are just the visible aspects but most of the work has been done on implementing post-processing, shaders, particle effects and animations and on improving the structure in order to find the right way to generate factions, quests and locations. #art #gamedev
DRAGONBANE MONASTERY Locations are very complex to define. I made this scene to test different concepts. It combines a location (the monastery), a surrounding mesh to obfuscate the emptiness around and a skybox. Both main meshes also includes areas of randomly placed trees and a spaceship landing area. image https://www.dragonbanecreation.com/en/world/locations/locations-exterior SPACESHIP ENGINES This scene was made to test many things from sound inclusion to synchronizing a sound with different animations (particles + glow intensity) image Be careful, the sound can be loud: https://www.dragonbanecreation.com/en/world/spaceships/spaceship-engines SPACESHIP CREW The idea I use for the crew and size of the player ship is about half of a US NAVY DDG 51. Crew types will have a different color to be identified using a similar system to what aircraft carriers use on deck. image OTHER CONCEPTS The templates for quests, the magic system and the main factions have also all been defined. #worldbuilding #gamedev
PLANETS I worked on the planets and I used some pictures of grains of coffee and spices to give them textures. For now they are just placeholders and do not correspond to their type. You can see them here: https://www.dragonbanecreation.com/en/world/environments/planets FACTIONS I made a lot of progress with factions. This is the semi-final list although a lot of their names are placeholders. Every faction will have around 7 subfactions. image GAME The rest of the time, I finalized the architecture for the game and made it more elegant and simple by standardizing and removing what could be. #gamedev #worldbuilding
The development of the game is going well. I am developing all the systems at once to ensure that all of the foundations are well-made from the beginning and don't need to be reworker later. All of the 3D components are now ready in their most basic form, including the ability to build custom ships. image The 3D engine is now integrated with the interface and both can access the same information. This makes creating the minimap trivial. The asteroid field has been tested with 20000 asteroids at 60FPS. image Space will also have locations to explore and random encounters with other ships. image The ship creation will not be based on voxels like here but will have a basic elements on which other components can be attached. image The heightmap is already integrated with the Physics engine (Havok). The yellow box is a cave entrance to test switching location and the purple box is a trader to test dialogs. If you access the website from a desktop, you can test part of it here: https://www.dragonbanecreation.com/en/games/aurora
The first prototypes for the galaxy map, system map and 3D flying are working. For now, the names of the stars are based on different mythologies. I also started working on the faction and shipbuilding systems but there is nothing to show yet. As an aside, I also found ways to simplify the website and it should load faster on your mobile now. If you want to see the generation live, you can check it out here: https://www.dragonbanecreation.com/en/games/aurora #gamedev #blender #grownostr
This week, I added controller support to the engine. To understand gamepads, I added the ability to navigate the website using a controller. It works on mobile and desktop with any standard controller. image I also merged the website and game engine, it is now a single application and can communicate with the world engine and the 3D engine (BabylonJS). #gamedev #news
Now that the website, scripting, infrastructure and the first draft for a game engine are ready, it is time for the next phase of Dragonbane Creation. It took 4.5 years to develop the infrastructure to the target level. The next step is to invent the world and work on the story, concept art and game mechanics. image This is the first attempt at doing values with my new Krita brushes on a Dragonbane statue. #art #news