WoA - Day 5

Published August 13, 2016
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Damn it's been a long day, the map editor took way to long, but alas it is done, and i quite like her i might say. she could find use in the future. wiring up so many ui elements, was a damn chore, and am thankful to be done with the majority of it. I do need to think of a better system for storing the registered events as right now it's fairly lazy list that is iterated over whenever a ui item dispatch's an event, and well a map editor make's that quite a long list. even if i don't see slow downs i do feel their's room for future improvments with that.

as for the map editor, here is the bare bones results right now:

i'm not that happy with the shadows, they are mostly their, but don't have any softness around the edges and look wrong. I have an idea on how to fix them, but i really can't afford to keep tinkering with the renderer, so unfortuantly they are probably going to stay like that.

I actually have a fair bit of energy left in me, so I think i might try getting the collision system in place before sleep. tomorrow comes path finding system which should be fairly quick, then just drop in a little gameplay sugar on top and we'll be off to polish land.

well, hopefully that's how it'll all go.

Previous Entry WoA IV - Day 4
Next Entry WOA IV - Day 6
3 likes 3 comments

Comments

Orymus3
"Polish land", the country right? I applaud your keen sight for feature creep :)
August 13, 2016 01:06 PM
Thaumaturge

It looks pretty good! Even if the shadows aren't quite right (and I'm not sure of whether they are or aren't), they look sufficiently correct to be workable, I think.

August 13, 2016 02:09 PM
slicer4ever

It looks pretty good! Even if the shadows aren't quite right (and I'm not sure of whether they are or aren't), they look sufficiently correct to be workable, I think.

I agree they are fairly close, but their's a hard difference between shadow and lit area's, rather than a softer transition which would imo make the lights seem realer.
August 13, 2016 03:08 PM
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