Hooking Up Goblinson Crusoe

Published February 23, 2013
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Spent a little while today learning the ins and outs of Urho3D's animation system, and worked more on the wiring to hook it all up. Here is GC out tooling around the wilderness:

r6I5Q0b.jpg

The island generator was a simple drop-in with a bit of rewiring to instantiate the new hex tiles, but otherwise it went smoothly. GC looks pretty green, and I think he fits the overall look of the new system quite nicely.

I'm a lazy re-topologizer, so the low-poly mesh of GC is a tad sloppy, but since this view is actually a lot closer than what I suspect the game view will end up in the end, I don't think it really matters. I can either spend a lot of time getting the retopo perfect, or I can spend significantly less time getting the retopo acceptable.

The animation system in Urho3D is very easy to work with. Very nice. And unlike other engine's I've tried, it is simple to implement the paper-dolling that I (eventually) would like to add. I'm actually quite impressed with this little engine. I've found it to be significantly easier to work with than Ogre, and more fully-featured and flexible than Irrlicht. Mad props to AgentC for his efforts.

Edit: Here is a zoomed out shot that is closer to what I imagine the final view distance would be:

dUXa5Qf.jpg
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Comments

Jason Z

I meant to post on your previous entry where you started the specialized hex rendering - I absolutely love it! I have no idea why people haven't been doing this all along... It looks very distinctive and unique, and makes good use of a simple fact of the mechanics of your game. Nice job1

February 23, 2013 01:30 AM
Navyman

I like the look and distance. My only comment would be that it is not the easiest to see the Figure.

February 23, 2013 07:52 AM
JTippetts

Thanks guys. Yeah, I suppose I'll have to keep tweaking. I think I might have over-saturated the tiles a little bit. I might need to bring them down just a tad to make the important stuff pop out better.

February 23, 2013 01:41 PM
Stormynature

You might also consider re-colouring GC's clothing as an alternative way for him to stand out against the tiles. Nice looks though.

February 23, 2013 02:48 PM
JTippetts

Unfortunately, Goblinson Crusoe is wearing nothing but a loincloth.

I've been needing to repaint him, though, so I might tone down the green. Or I might run a desaturate across the tile textures. One or the other.

As a small update, I finished wiring in the new system to Goblinson Crusoe travel mode, sans the UI since I haven't gotten my hands dirty with Urho's UI system yet. But all the doohickeys and thingamabobs work. I started to hate the hill tiles so I replaced them:

I think it helps break up the green and brown of the dirt/grass tiles, especially on large stretches.

My current TODO list involves combat mode. I'll need to do another quick graphics push to outline the look and feel I want there, then start wiring up all of those gizmos to work with Urho. Fortunately most of the graphical work there is done now, since most of the components are shared with Travel mode. Unfortunately, it's going to be busy next week so hopefully I'll be able to keep this burst of motivation going through it.

February 23, 2013 09:47 PM
Navyman

I really like the grey white mountain tiles. As for the hills, maybe there is a way to use multiple smaller hills to like more like a group of hills for the areas that you want to keep green.

February 24, 2013 12:42 AM
AgentC

Cool to see Urho3D in use, and thanks for the compliments regarding it!

February 27, 2013 11:34 AM
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