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Post by jrackley on Jan 11, 2018 20:17:12 GMT
Coming along very nicely man keep up the good work and progress!
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Post by rolfy on Jan 11, 2018 21:08:53 GMT
Thanks , been following Rise of Azazel and nice to receive encouraging words from someone who impresses me
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Post by rolfy on Feb 14, 2018 5:48:07 GMT
Working on some outdoor scenery. Needs some rugged wooded areas that suit the Gothic atmosphere, just roughing out the terrain and paths first. Finally updated HAP and got the horse back in.
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Post by Deleted on Feb 14, 2018 14:45:05 GMT
That looks awesome!! :D
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Post by rolfy on Feb 24, 2018 2:00:53 GMT
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Post by rolfy on Mar 5, 2018 17:07:43 GMT
Scenery and terrain blending. Rivers and waterfalls, also a denser more moody atmosphere. This works nicely as it is a 2k x 2k terrain and everything will definitely require streaming, keeping the view distance down means a lot less needing loaded within camera distance at any one time.
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Post by rolfy on Mar 21, 2018 22:57:28 GMT
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Post by rolfy on Apr 23, 2018 2:34:27 GMT
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Post by rolfy on Jun 8, 2018 7:17:38 GMT
Streaming test. Load/unload scenes throughout the level design to maintain a solid frame rate. Large and small assets split into separate streams. A couple of small hitches in highly populated areas but an easy fix so really pleased so far with it all and can continue to add detail where it's needed. The surrounding mountain ranges actually go pretty far beyond and reckon I will place some builds among those too after I finish up the main areas and add all the dynamic stuff. Mostly I got doors. pick ups and AI all ready to drop in and plenty of overhead performance wise for this.
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Post by Invector on Jun 8, 2018 14:26:14 GMT
Looks great, except for that horse running animation - that really needs some repair But seriously, there is some great combination of voxels to create unique environment art style! Nice job! I would recommend a little tune in the colors though, perhaps even change the post processing and the vegetation in some areas to avoid being repetitive... for example, adding torches in more closed areas and changing the colors to something warm. Another very useful detail that could fit your environment is using vines to climb, this would make it very clear that it is a climbable surface because the current one is more of an edge climb like tomb raider. About AI, it's coming soon! hold on a little longer, it will pay off
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Post by rolfy on Jun 9, 2018 18:23:32 GMT
Looks great, except for that horse running animation - that really needs some repair But seriously, there is some great combination of voxels to create unique environment art style! Nice job! I would recommend a little tune in the colors though, perhaps even change the post processing and the vegetation in some areas to avoid being repetitive... for example, adding torches in more closed areas and changing the colors to something warm. Another very useful detail that could fit your environment is using vines to climb, this would make it very clear that it is a climbable surface because the current one is more of an edge climb like tomb raider. About AI, it's coming soon! hold on a little longer, it will pay off You are correct about the colour of course but that comes further down the line, I tend to use a de-saturated palette to blend terrain and terrain models at this point as it helps me see exactly whats going on with this. The vid is about my first attempt at streaming and the results, which I am happy enough with Yeah the horse has few stumbles but I reckon it isn't so much the animation as maybe an issue with mass settings and it trips over small rocks or jumps oddly on a steep incline, again I won't be bothering to fix that till later for the same reason I won't be working on anything to do with the player character or AI till I am sure it will be final. Every time I change or update things it becomes more work than I need to get it all back in place so for now all the game play is on hold till you release the AI update. Haven't even settled on the player character modeling yet as it seems too generic and bland to stand out yet, he simply isn't bad ass enough appearance wise and needs to be more stylised and something the player can relate to. After all he is the one constant throughout the game and also has to suit the environment he lives in Climb points are simply quick placeholders for folks I have testing the level designs on machines other than my own, been there before where a game will load and play fine on your comp but has issues with other systems for any number of reasons and better to catch that early on. I do appreciate the crit and comments though as it confirms my own thoughts on things, just got a long way to go before any final polishing.
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Post by granada on Jun 28, 2018 19:36:00 GMT
Hey rolfy hows the level building going now,hope your progressing well.
Dave
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Post by rolfy on Jun 29, 2018 18:03:06 GMT
Hi Dave, yeah still grinding away at it
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Post by rolfy on Oct 28, 2018 20:24:59 GMT
Been a few since I posted anything new for this, been doing a lot all the same and now getting in depth with the AI controller.
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Post by rolfy on Dec 14, 2018 7:57:50 GMT
New player character ,I really was beginning to realise I don't want anymore 'Assassin's Creed' comparisons and reckon the character was behind this. Added AI spawn/destroy/drop item.Added new architecture. Some more optimisation work, including mesh combine, GPU instancing and imposters. A lot of other small fixes but still need to do more, small things ignored 'till later' are unimportant at the time but still need dealt with sooner or later.
The rig is a little borked and I took a few shortcuts replacing the character, also the controller needs a few adjustments too but will do for now. Gives me something to work with till the next update and I have to redo everything anyhow, so it can wait
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