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Found 12 results

  1. Hi all! I'm an independent video artist looking to collab with an environmental artist to create a short video game scene for my next project, set inside A mythical jaguar's Ethereal Jungle. I'd like to work with someone who could create an ether jungle environment & biosphere for a scene that would last up to 30 seconds max. Please contact me on reinen.fable@outlook.com if you'd like more info/interested thank you for your time!
  2. NekrosArts

    DevilsPath.png

    From the album: Medieval RPG Level Designs

    © (c) Nekros Arts

  3. I´ve found this picture on pinterst which is really beautiful i think. The picture makes me wanting to climp this rock. Finally I decided to create a level design based on this scene. https://www.pinterest.de/pin/377176537532630819/ What do you think?
  4. NekrosArts

    Gateway to the Mountainforest

    From the album: Medieval RPG Level Designs

    Watch Speed Level Design: https://www.youtube.com/watch?v=5NokboZ7gc0 Learn more about meaning, artistic approach etc: https://www.gamedev.net/blogs/blog/3874-level-design-open-world-environment-design/

    © © Nekros Arts

  5. NekrosArts

    Medieval Swamp

    From the album: Medieval RPG Level Designs

    Watch Speed Level Design: https://www.youtube.com/watch?v=EVoVneCyWyA Learn more about meaning, artistic approach etc: https://www.gamedev.net/blogs/blog/3874-level-design-open-world-environment-design/

    © © Nekros Arts

  6. NekrosArts

    Celtic Megalith Landscape

    From the album: Medieval RPG Level Designs

    Watch Speed Level Design: https://www.youtube.com/watch?v=hhhg4OLZP30 Learn more about meaning, artistic approach etc: https://www.gamedev.net/blogs/blog/3874-level-design-open-world-environment-design/

    © © Nekros Arts

  7. This landscape is inspired by Tolkiens' Barrow-downs from Lord of the Rings - First Book. It is day - still a friendly place, but you don´t want to be here after sunset. What does the scene feels like to you?
  8. I'm trying to figure out how to design the vegetation/detail system for my procedural chunked-lod based planet renderer. While I've found a lot of papers talking about how to homogeneously scatter things over a planar or spherical surface, I couldn't find too much info about how the location of objects is actually encoded. There seems to be a common approach that involves using some sort of texture mapping where different layers of vegetation/rocks/trees etc. define what and where things are placed, but can't figure out how this is actually rendered. I guess that for billboards, these textures could be sampled from the vertex shader and then use a geometry shader to draw a texture onto a generated quad? what about near trees or rocks that need a 3D model instead? Is this handled from the CPU? Is there a specific solution that works better with a chunked-lod approach? Thanks in advance!
  9. Paszq

    Arpago - Panorama of Southern Woods

    From the album: Arpago

    An overview of an area south of the city. You can see a graveyard in the back, surrounded by mountains.
  10. I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (chunked LOD). To do this I've wrote a geometry shader that takes a mesh as input and uses its vertex positions as locations where the patches of grass will be placed (as textured quads). For an infinite flat world (not spherical) I'd use the terrain mesh as input to the geometry shader, but I've found that this won't work well on a sphere, since the vertex density is not homogeneous across the surface. So the main question would be: How to create a point cloud for each terrain chunk whose points were equally distributed across the chunk? Note: I've seen some examples where these points are calculated from intersecting a massive rain of totally random perpendicular rays from above... but I found this solution overkill, to say the least. Another related question would be: Is there something better/faster than the geometry shader approach, maybe using compute shaders and instancing?
  11. GRASBOCK WindyOrange

    #1 Grass and Animated Sprites introduced

    Hello, this time i have worked on the ability to animate sprites, small but essential system changes, growing grass (to get a gist of the basic procedure i might use), developing a field of view algorithm for the entitys that are exploring the world Watch a short clip here: Video This took me longer then expected due to some bugs I encountered in the process. Next up I will probably have to carefully think on how I will not only proceed but also if my current setup is worth keeping, as retrieveing positions with my current build is quiet a hassle and will hurt performance once I start using field of view and pathfinding algorithms. I might have to give the world a fixed size (which i have some good solutions to make that aspect a feature). It would really help me what you guys think has to be changed with dwarf fortress in terms of gameplay, as it decides how the game is built. So I would appreciate it if you could tell me either via PM or here in the comments your opinion on the matter.
  12. Well hello there! Welcome to this week's Weekly Update! First, let's get something out of the way right now... I've talked about some kind of demo by the end of February, and unfortunately, it won't be possible. There's still a bunch of critical optimizations to be done before a demo can be made. I know there might be some of you that really wanted to try this game at once, but I guess my estimations weren't as exact as I thought... However, I really want this demo to be launched as soon as possible. Right now I'm aiming by probable end of March if not later, but I'll probably am going to keep you updated on that. But anyway, let's get right to the updates! Aside from many optimizations and refactoring, there are two new features: one is a bit more aesthetic and the other is more gameplay-specific. VFX First, let's talk about visual effects. Beforehand, there weren't any VFX at all (some actions did, however, induce effects like blinking, but those doesn't really count). Visual effects have a great role in UX in general. People usually like it when a lot of feedback is given when taking an action. This way it encourages the player to interact with the game, making the latter more immersive as a result. In particular, hitting, parrying and guarding didn't really shown any type of feedback what-so-ever, giving the impression that those actions didn't really exist in the first place. So to fix this I've decided to add some fancy particle systems that create nice visual effects for each of these specific actions. Let's take a look, shall we? (Keep in mind that these effects are subject to change) Hit VFX This is a quite simple effect that is being played when an attack successfully lands on an enemy. Right now it's a simple burst effect with circle particles. Their red-ish tint is also reminiscent of blood, strength and courage which are all feelings related to attacks in general. Its size depends on the amount of damage given. Guard VFX This one is quite fancy. It's supposed to mimic an impact flair. Its blue tint is also to represent metals hitting each other, as well as reinforcing the guarding by invoking ideas of trust and efficiency. (these circle particles are placeholders as of right now) Parry VFX This one is one of my favourites. It's supposed to represent some kind of burst, like if two opposing forces collided and released a bunch of energy altogether. The spiral movement is also supposed to invoke a sense of choreography, reinforcing the idea that the move was calculated and planned from the beginning. Its yellow colour also indicates a sense of pride and joy, but in another way, it also can induce anxiety and/or depression on the receiving end. That's about it for VFX. I'm also constantly working on these to get them just right. But let's take a look at these in action: SuperParry.mp4 Fruit Trees Finally, I've also added Fruit trees. These special props act as a food source. They could be found in any room and can sometimes bare some fruits. The player can easily eat some of these fruits for a temporary stat boost. Each tree can have many fruits spawner. After a fruit was eaten, another one grows back onto the tree after a while. That is if those fruits spawners didn't reach their regrowth limit, though. This means that players have to be wise about their fruit play. Here's a list of all fruit trees currently implemented in the game Banana plant This is a standard banana plant. It usually spawns in tropical/rainforest levels and whatnot. As the name suggests it can have bananas on it. Lime Tree A more standard tree, this one is all about that lime stuff. It is slightly smaller than banana plants, and although it's supposed to be a tree some concession had to be made in order for the fruits to be reachable. That's it for plants for now... If you're interested in fruits and how they work I suggest you take a look at my previous blog entry. Minor Updates We're still doing those refactorings, optimizations and whatnot. I would say that this was by far the things that took most of the development time. Cut a lot of duplicated shader code into their own .cginc files. This means cleaner code and smaller shaders overall. Refactored the code to remove a lot of duplicated code Added hit positions to damage events. Really useful to place those new visual effects Fixed bugs with sounds and food items Changed how diners menu works. Now they also use food spawner Fixed grass strain particles so that they also have a velvet finish to them Next week While the demo isn't going to launch this month, I'm still trying to get things done for an eventual demo. It's a lot of work to look at all those bits of code and think of other more optimized ways to achieve the same goals. It takes time and sometimes doesn't yield anything at all... So this means more tinkering, balancing, adjustments, optimizations and refactors... Aside from that, it's the usual suspects.
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