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Catching up, Shadows, And Other Stuff

Goblinson Crusoe Urho3D hex-based rpg turn-based rpg
4: Adsense

The catching-up process continues. Got the action icon/button system ported over, in the process of working on more of the UI pieces. Fiddled with the movement preview grid a little bit. Mostly, just changed the material from an unlit to a lit shader, so that the preview doesn't "cheat" for a player in a dark dungeon. Here is the old material:

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In dark dungeons, objects that are beyond the field of view of a light shouldn't be visible (obviously), but the glowing blue movement preview grid will allow objects to silhouette themselves against it, giving away their position and shape which can give away resource node types. Granted, it's an advantage every player would have, but still... it just felt wrong. Changing it to a lit material can fix that:

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The obvious drawback, of course, is more shader calculations. But if my crappy card can handle it, so can yours.

Another very small change (at least on my end) was enabling shadows:

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Urho3D does all the hard work for me, so this change was trivial, but it does make a big difference. And my crappy card at home still handles it pretty well, although the compy at work can't do shadows at all, so there's no difference there.

I did some cleanup on the action button code. I am still kind of on the fence about the 3D-based UI. With the new Lua bindings, using Urho3D's built-in UI system would be much easier than it was before, so I'll probably take some time to figure it out and see if I'd rather have a traditional UI rather than a 3D UI.

Started re-implementing all the various actions. Resource looting works again:

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It's much cleaner this time around, too. Looting is now a specific case of a spell-cast, so it is done through the spell-casting system. Which means the spell-casting system is now ported over as well, even though the only castable spell is, of course, Loot.

Newer builds of Urho have added a Text3D node, so I scrapped my old floating combat text. I'm still kind of on the fence about it, since I liked the nice, thick black outline of my old bitmap fonts. Might have to write a custom shader or something to get the outlines back, although the Text component does add a slight drop-shadow effect if desired. It's just not very noticeable in the floating text. Still, it's better to go through the official font and text system rather than my own.

The current revision of Urho3D continues to advance and refine, something I'm thrilled about. New features are being added seemingly daily. If I can get all my current stuff ported over and start fleshing out the UI once more, things should really start clipping along.

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Oct 14 2013 10:30 PM

That looks really good. I am happy with your newest work. Great job and keep it up

Oct 14 2013 11:45 PM

OMG! keep it up man very cool! Glad to see someone getting something accomplished! :)


Can't wait to get back into coding my game, after school is over with!


Keep up the good work!

Oct 15 2013 01:47 AM
++guilt for not doing my own stuff at the weekend... dry.png
Oct 15 2013 10:20 AM

^^^ Same with me, wish I got this much any work done. :lol:


GC looks fantastic.

Oct 15 2013 11:59 AM
The good news is that if your game turns out demanding, if you wait awhile people will have better systems to handle it. The bad news is that since you describe your card as "crappy", you may need to get better hardware eventually. By the way, good work so far :).
Oct 15 2013 05:55 PM

Thanks, guys.


@Shane: The idea is to get it to run well on my crappy hardware, that way I can be sure it runs well on most hardware out there. I rarely ever get anything even close to the current gen hardware, mostly for that reason.

Oct 15 2013 06:16 PM
Sounds like a great idea!

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