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GC on the beach

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JTippetts

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Don't have anything to show today. Still writing the UI stuff. Urho3D has a pretty well fleshed-out UI system, but it would be more of a pain to write glue code for Lua to use it than it would be to port over the layered element system from the previous GC setup.

I've also been porting over some of the various utility components: projectiles, payloads, containers, etc... Most of the pieces are in place, I just really need the UI to be functional so I can flesh things out.

Since I don't really have anything to show in the UI department for now, here is a picture of Goblinson Crusoe hanging out on the beach:

VYrycZc.jpg

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4 Comments


I like your sudden outburst of journal posts.

 

Still patiently waiting for you to add that bit of ambient occlusion around the tree bases...

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I really like this side view. Shows that the forest tiles are really made of trees. :)

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I like your sudden outburst of journal posts.

 

Still patiently waiting for you to add that bit of ambient occlusion around the tree bases...

 

It's been the unfortunate cycle of my entire life, I'm afraid. Sudden, chaotic bursts of creative energy interspersed with huge chunks of "meh".

 

I'm sort of on a graphics freeze right now while I figure out some things. Those trees are just sort of placeholder pieces, practice pieces as well since I've never really practiced low-poly. It's looking like the tree objects on the overmap are actually going to be resource objects, though, so I need to figure out exactly how I'm going to handle that before I bake a bunch of AO to some tiles. I could do the AO as an alpha decal applied to the ground tile that is removed when the tree resources are removed, or I could just swap the diffuse texture of the ground tile when it's removed. 

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