I re-rendered the trees using the official Goblinson Crusoe rendering stage as well as with a few different varieties of leaf texture to add a bit more variety. Here is a sampling of the small set for the travel mode maps:
and the larger versions for combat mode:
I've got a busy weekend, but I'm goin…
and the larger versions for combat mode:
I've got a busy weekend, but I'm goin…
Spent an hour or so at work rendering some trees. I think I might re-render with the saturation turned down on the leaves just a tad; they seem awfully bright, especially since I turned down the sat on the ground splats. I also only had 1 leaf texture, so I'll probably create a couple more leaves a…
Several years ago (8-ish, maybe?) I stumbled across an LSystem tree/bush generator for Blender that I really liked, from a site that no longer exists. Luckily, I've kept a backup copy of it.
Today, I was working on some new ground splats when I thought to myself, "Self, those trees are just kind of …
I've spent the last little while working on spell targeting, casting, selection, etc... getting magic and stuff back into the game. I've also been tinkering with alternative combat styles, which has taken up the bulk of my time. Haven't done anything at all about the interface in weeks, despite it …
I forgot to bring home the latest copy of GC from work, and I made enough significant changes that I don't really want to do anything much tonight. I really should set up a repository somewhere so that I don't have to keep copying GC to a flash drive every morning before work and every afternoon be…
Yesterday, I implemented the fade transitions between combat mode and travel mode. The transitions are performed by way of a special state context. A state context represents a gameplay state, and implements the functions handleEvent, render, renderUI, updateLogic and addFrameTime. The two main sta…
Today I didn't do a whole lot with the graphics, and instead revisited the control loop for the combat state. Initially, the way the combat state worked was that all the player-controlled objects and all the enemy objects would be dumped into a Turn List. Each update (which happens about 4 times pe…
Was kind of a busy day at work so I didn't get the chance to do a whole lot. Just some interface graphics, and a bit of work hooking up the character sheets to the interface. Also cleaned up the code behind the interface, modularized some things and removed some placeholder and temporary code. If I…
Spent a couple more hours this evening plugging away at the interface. Did a few buttons for the dashboard panel, and re-wrote a bit of text rendering code to allow color coding tokens embedded in strings for the combat log. The current text color can be switched using a token of the form # where n…
Man, who'd have thought one tiny little baby could produce so much poop?
Although I don't have a whole lot to show for today's work, I'm posting some screens and and update anyway since it seems like I stay more motivated when I am posting progress updates and screenies. So, here are a couple:
I got …
Although I don't have a whole lot to show for today's work, I'm posting some screens and and update anyway since it seems like I stay more motivated when I am posting progress updates and screenies. So, here are a couple:
I got …
Now that the kid has been born and we're settling into somewhat of a new routine (albeit one with significantly less sleep involved for all concerned parties) I've found the time and inclination to pull Goblinson Crusoe back out and dust it off. Since the last post about GC, I implemented quite a b…
The other day I was skimming through the forums and I stumbled across this post concerning reading material about noise functions. That subject being near and dear to my heart, and one of my projects being a library to modularize the generation of noise, I took a look at some of the posted links. A…
I still have some things to say soon regarding use of 3rd-party 3D libraries in creating isometric games, but in the mean time...
We're having a baby. (By we, of course, I mean that my wife is having a baby, and I get to stand around and be encouraging and supportive.) Found out today that it is a b…
We're having a baby. (By we, of course, I mean that my wife is having a baby, and I get to stand around and be encouraging and supportive.) Found out today that it is a b…
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Hordeman is out. He was a test who served his purpose, and served it well. I brought in a new goblin character I made yesterday. Maybe he's not quite as kick-ass as Hordeman, but still... It takes a special kind of goblin to rock the loincloth/diaper…
Hordeman is out. He was a test who served his purpose, and served it well. I brought in a new goblin character I made yesterday. Maybe he's not quite as kick-ass as Hordeman, but still... It takes a special kind of goblin to rock the loincloth/diaper…
In the previous post, I started to experiment with skeletally animated characters. I created a test character, HordeMan, as a composite of several different components in a manner common to RPGs that allow the player to change appearance based on equipment. I discovered, via a post on the Horde3D f…
Despite what I said at the end of the previous post, I'm not going to fiddle with the scene manager in Horde3D right now. I looked at it, but I'm not going to muck around with trying to build a custom one at this point. Rather, I'll try to make-do with what I have, and optimize later if it really p…
Okay, so after I published the previous post (link) I did some digging around, asked on the Horde3D forums, etc... whereupon I was directed to a method, updateQueues, which was responsible for the actual sorting of geometry based on the order attribute in the pipeline DrawGeometry element. You know…
I recently wrote a post about using "pure" SFML and traditional 2D methods to create an isometric game. I also indicated in the same post how, in my opinion, traditional 2D isometric games are pretty much dead, at least on most platforms. I'm sure there is a platform, somewhere, that a 2D isometric…
Another round of randomly generated procedural grayscale textures for ya:
These are selections from a whole raft of new library modules that a script I left running last night put together, using the latest version of the Accidental N…
These are selections from a whole raft of new library modules that a script I left running last night put together, using the latest version of the Accidental N…
Despite my interest in the generation of 3D cube worlds, I've never played Minecraft. Nevertheless, I have had my eye on it since first hearing about it over on the Tigsource forums, and I've been fascinated by the success of the project despite its lack of a "traditional" marketing and PR machine …
I'm really considering making ANL a header-only library. Seems like it's small enough and specific-purpose enough (ie, not many modules of any given program should need to call into it) that doing so shouldn't hurt anything too drastically, and this way I wouldn't have to try to do binary releases.…
Been doing more refactoring. Converting a lot of parameters to ScalarParameters, adding RGBA functionality back in, etc... Added a new type of RGBA function as well, which rotates a color in color-space around an axis, by a given angle. The axis coordinates and angle are all ScalarParameters, so th…
[font="arial, verdana, tahoma, sans-serif"][size="2"]I'm going through the process of refactoring (again) the Accidental Noise Library. This library is the basis for my various experiments in procedural generation, including my earlier Minecraft-type level generation articles ( here, here) and the …
In my ever-so-humble opinion, "traditional" 2D isometric games (ie, games implemented using only 2D techniques to fake an isometric viewpoint) are as dead as last week's meatloaf. Traditional techniques present a number of problems that are solved by hacks and kludges, but which are solved much mor…
I wrote a marching cubes (or, rather, tetrahedrons) surface extractor for the procedural trees mentioned in the previous post. It works okay, but doesn't perform any compaction or decimation at the moment so I still have to import into Blender for that. Today I've been fiddling around with differen…
After reading this article, I decided to try out the method for myself. It's actually pretty cool, although I think it will take a lot more effort than I've put into it so far to make it robust.
The basic premise of the algorithm is that you seed a volume with a number of randomly scattered points. …
The basic premise of the algorithm is that you seed a volume with a number of randomly scattered points. …
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