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.
CREW & VEHICLES
To find the right size for the spaceship, vehicles and the crew, I created a simple scene.
This is the first exploration for the customization of vehicles depending on the player background.
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.
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
CREW & VEHICLES
To find the right size for the spaceship, vehicles and the crew, I created a simple scene.
This is the first exploration for the customization of vehicles depending on the player background.
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.
FIBONACCI
In order to generate interesting hierarchies and locations, I studied and integrated generators following the Fibonacci sequence and the Golden ratio.

Be careful, the sound can be loud:
OTHER CONCEPTS
The templates for quests, the magic system and the main factions have also all been defined.
#worldbuilding #gamedev

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 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.
Space will also have locations to explore and random encounters with other ships.
The ship creation will not be based on voxels like here but will have a basic elements on which other components can be attached.
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:

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
This is the first attempt at doing values with my new Krita brushes on a Dragonbane statue.
#art #news