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1411469 Posts in 69368 Topics- by 58423 Members - Latest Member: antkind

April 23, 2024, 08:42:44 AM

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Devilkay
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Hi! First game-dev experience!


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« Reply #20 on: February 07, 2021, 09:21:07 AM »

Recely I was looking a lot of poly low games. is it a trending kind-of-game?
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Alain
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« Reply #21 on: February 07, 2021, 11:43:47 PM »

Yes, I hate to start from scratch. I always try to find elements I can use to build upon, like with lego Smiley. The Wickerman for example mainly consists of wooden planks I took from some wooden constructions I already have. Then I just scaled and aligned them properly  Cheesy

I work exactly the same way. Btw. our 3D models seem to have a very similar level of detail / polygon count. I envy you for not having to paint textures, but on the other hand I guess you have to pay more attention to smoothing groups and normals than me.
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Alain
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« Reply #22 on: February 09, 2021, 11:38:13 PM »

That's cool! I personally get a more intense feeling of exploration when I know parts are procedural. I'm curious: What makes a chunk of your level? I assume it is one of the landscape patches that we see in the gif. Is everything inside such a patch static or are there more procedural elements?
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Alain
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« Reply #23 on: February 10, 2021, 10:59:24 PM »

You may find this very interesting where I show a breakdown of a generation tile and explain how it works.

Nice, that was interesting. I somehow missed that you have quite some procedural generation in your game.

Quote
I invested all this effort because I really wanted to create a level generation system that creates not only believable levels but also to make them detailed and fun to explore.

It totally makes sense to me that you put a lot of work into that. "A lot of time" is less than the time you need to build infinite levels by hand. Wow, that sounded funnier in my head Wink
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Alain
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« Reply #24 on: February 17, 2021, 10:49:40 PM »

A pentagram in a dark temple hinting at black magic and human sacrifice? Sign me up for that Wink
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JobLeonard
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« Reply #25 on: February 23, 2021, 08:27:49 AM »

Legs go flopflopflop
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Alain
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« Reply #26 on: February 24, 2021, 12:22:46 AM »

C'mon Ninja Bear, you can do better than that!
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JobLeonard
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« Reply #27 on: March 02, 2021, 08:38:56 AM »

Looks really cool though, why not figure out why it happens and make it a feature? Wink
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Alain
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« Reply #28 on: March 02, 2021, 09:05:17 AM »

It really looks like a lot of fun. By the way, do you plan (or already have) different types of arrows?
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Alain
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« Reply #29 on: March 02, 2021, 09:58:07 AM »

I think quality is better than quantity here. I think it's not very fun if you have 20 different arrows that just do different kinds of damage (fire, poison, ice), which some RPGs have.

I totally agree. Having one damage arrow and a handful of utility arrows as you say is also how I like it best.
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JobLeonard
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« Reply #30 on: March 03, 2021, 07:56:44 AM »

Congrats!
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Alain
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« Reply #31 on: March 03, 2021, 09:18:44 AM »

That's great, congratulations! You put a lot of work into the store (and your game obviously) and I wish you a looot of wishlists Wink
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Alain
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« Reply #32 on: March 09, 2021, 10:11:50 AM »

This looks better than any possessed animal I could ever animate!
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Alain
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« Reply #33 on: March 12, 2021, 10:36:51 AM »

Good job on the post processing, it looks great! Also, I agree that increasing the size of your trees does a lot for the feel of your levels.

At first, I was unsure whether I liked that you now have individual leaves instead of polygonized tree crowns. But then I realized that it was only some of your old trees that had polygon crowns and you already had leaves on bushes and flowers. So looking at your footage I see that it is much more coherent now with the new trees. Did the new trees have an impact on performance?
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Alain
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« Reply #34 on: March 14, 2021, 03:33:46 AM »

In fact, I can use fewer trees now because I made them bigger. That may actually even save some performance, also because I can decrease view distance, as you don't see as far as before.

That's great, seems like you could kill two birds with one stone!
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Alain
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« Reply #35 on: March 17, 2021, 09:22:44 AM »

I like the world building in the second screenshot: I assume the size of these tusks give us a hint that mushrooms and dandilions are (or were) not the only giant inhabitants of this area ;)
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vivaladav
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« Reply #36 on: March 17, 2021, 11:05:28 AM »

It's pretty amazing you're creating all this alone (at least that's what I got from reading your intro)!

Btw, is this going to be a F2P game?
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Creating "Virtueror, the virtual conqueror" (RTS + 4x + RPG)

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Alain
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« Reply #37 on: March 24, 2021, 11:30:37 PM »

I like the mood in the second screenshot with the sun setting (or rising) while the lantern is still lit.
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Alain
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« Reply #38 on: March 27, 2021, 02:10:05 AM »

Nice, I'm looking forward to watching this!
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Alain
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« Reply #39 on: April 01, 2021, 11:03:14 PM »

This was a great read and definitely food for thought for me. I should take the time and make something exactly like your tile guardian to explore the "extremes" of my procedural generation. Thank you for sharing this idea!
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