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April 19, 2024, 05:43:01 AM

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TIGSource ForumsCommunityDevLogsDwarfCorp: Ruthless Capitalism RTS in a Fantasy World
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Pixelulsar
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« Reply #320 on: March 21, 2013, 11:18:44 AM »

I like how you're making stuff look less blocky, it's looking good. 

With the broken lighting it looks pretty funny, when I first looked at it it I thought it looked like paper thin layers floating on top of each other.
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BleakProspects
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« Reply #321 on: March 21, 2013, 02:19:27 PM »

I've got a pretty good "deflated pancake" look going just by having a maximum deflection of 60%



Still have issues with caves:



and overhangs:

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Seiseki
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« Reply #322 on: March 21, 2013, 02:51:37 PM »

Woha, that looks kinda like a surrealistic minecraft map where everything is melting. Addicted

Would it be possible to smooth it out horizontally too?
Right now the jaggy pattern still sticks out quite a bit when the blocks go in diagonals.

There are also the shadows cast between each height layer, that keeps it from looking smooth.
Maybe you could try only casting shadow and applying dirt to the wall for walls that are higher than 1 block? Then you'd get the smooth hills but also cliff sides.
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Kurt
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« Reply #323 on: March 21, 2013, 04:20:50 PM »

Eh, too uniform. Can you add a random vertex offset?
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Pixelulsar
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« Reply #324 on: March 22, 2013, 12:05:10 PM »

The "deflated pancake" look looks awesome, maybe make the substances that deflate fall so that they can't overhang?  That kind of makes sense, if they aren't strong enough to stay as a cube then they deflate and fall when there isn't stuff under them.

Eh, too uniform. Can you add a random vertex offset?
I remember it being added before, you can see it in the picture with the overhang on the ground.
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Dks
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« Reply #325 on: March 22, 2013, 01:53:27 PM »

Wow its really coming well  Kiss are you looking for some 3d props to add in game ? So much DFish love in this ^^
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BleakProspects
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« Reply #326 on: March 24, 2013, 12:49:15 PM »

I bit the bullet and made actual ramp blocks to deal with the issues of either averaging or maching cubes.



Only dirt, grass, snow, and sand will form ramps. This happens to be much more memory efficient, and is easier to compute anyway. Right now there are only "downward" ramps (ie, the vertices of blocks are only reduced in height), hence the same sort of "pancake" look. If I add upward ramps as well, it will make things a bit more smooth (but I will have to do lighting differently). I will also need to do some work to spawn the grass motes so that they touch the surface of ramps (you can see them floating here).
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eobet
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« Reply #327 on: March 24, 2013, 02:45:39 PM »

Much improved and definitely sets you more apart from Minecraft now.

Have you thought about looking at the original Populous for inspiration too?
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Kurt
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« Reply #328 on: March 24, 2013, 04:40:31 PM »

God this looks beautiful.
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Pineapple
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« Reply #329 on: March 25, 2013, 09:26:18 AM »

 Kiss
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BleakProspects
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« Reply #330 on: March 25, 2013, 06:55:50 PM »

I've been rapidly making programmer art for mockup rooms/items/traps. Here are three mockup rooms: a forge, a laboratory, and a training room

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Seiseki
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« Reply #331 on: March 25, 2013, 07:47:52 PM »

How does the sprites work with that perspective? Is the camera locked so you can't go lower?
Because those tables will look really strange from a lower angle.

Also, I've always wondered, how do you deal with the whole 3D thing? Since you have different heights when building and digging.
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BleakProspects
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« Reply #332 on: March 25, 2013, 08:33:46 PM »

Camera can rotate any way you please, and yes the tables end up looking weird. 3D is handled by going up and down levels just like DF.
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Aquanoctis
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« Reply #333 on: March 26, 2013, 05:16:38 AM »

Ah man!! The little arrow target is amazing. Just keeps getting better and better.
The perspective issue that BleakProspects mentioned: will that just be left as an 'aesthetic choice' so to speak, or will you eventually get a workaround going?
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BleakProspects
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« Reply #334 on: March 27, 2013, 04:49:42 PM »

Rough mockup of dwarf classes:



Also a wheat farm:



And a mushroom farm:

« Last Edit: March 27, 2013, 05:40:02 PM by BleakProspects » Logged

kamac
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« Reply #335 on: March 28, 2013, 02:19:51 AM »

Wizards!
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Quarry
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« Reply #336 on: March 28, 2013, 06:08:24 AM »

Wizardwarfs look girly, and dwarves are NOT girly
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Netsu
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« Reply #337 on: March 28, 2013, 06:37:23 AM »

Yeah the slanted hat makes him look like a bad cosplayer Grin A hood would be more fitting I think.
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Joshua
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« Reply #338 on: March 28, 2013, 06:44:57 AM »

While a bit silly, I think it gives him a more easily recognizable silhouette. Nice update, keep it up!
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Plasticware
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« Reply #339 on: March 28, 2013, 07:43:58 AM »

While a bit silly, I think it gives him a more easily recognizable silhouette. Nice update, keep it up!

Yeah, you pretty much hit the nail on the head for what I was going for. Recognizable silhouettes + distinct color schemes. I could try out a hood, though, and see how that looks.
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