I re-rendered the trees using the official Goblinson Crusoe rendering stage as well as with a few different varieties of leaf texture to add a bit more variety. Here is a sampling of the small set for the travel mode maps:
and the larger versions for combat mode:
I've got a busy weekend, but I'm goin…
and the larger versions for combat mode:
I've got a busy weekend, but I'm goin…
Spent an hour or so at work rendering some trees. I think I might re-render with the saturation turned down on the leaves just a tad; they seem awfully bright, especially since I turned down the sat on the ground splats. I also only had 1 leaf texture, so I'll probably create a couple more leaves a…
Several years ago (8-ish, maybe?) I stumbled across an LSystem tree/bush generator for Blender that I really liked, from a site that no longer exists. Luckily, I've kept a backup copy of it.
Today, I was working on some new ground splats when I thought to myself, "Self, those trees are just kind of …
I've spent the last little while working on spell targeting, casting, selection, etc... getting magic and stuff back into the game. I've also been tinkering with alternative combat styles, which has taken up the bulk of my time. Haven't done anything at all about the interface in weeks, despite it …
I forgot to bring home the latest copy of GC from work, and I made enough significant changes that I don't really want to do anything much tonight. I really should set up a repository somewhere so that I don't have to keep copying GC to a flash drive every morning before work and every afternoon be…
Yesterday, I implemented the fade transitions between combat mode and travel mode. The transitions are performed by way of a special state context. A state context represents a gameplay state, and implements the functions handleEvent, render, renderUI, updateLogic and addFrameTime. The two main sta…
Today I didn't do a whole lot with the graphics, and instead revisited the control loop for the combat state. Initially, the way the combat state worked was that all the player-controlled objects and all the enemy objects would be dumped into a Turn List. Each update (which happens about 4 times pe…
Was kind of a busy day at work so I didn't get the chance to do a whole lot. Just some interface graphics, and a bit of work hooking up the character sheets to the interface. Also cleaned up the code behind the interface, modularized some things and removed some placeholder and temporary code. If I…
Spent a couple more hours this evening plugging away at the interface. Did a few buttons for the dashboard panel, and re-wrote a bit of text rendering code to allow color coding tokens embedded in strings for the combat log. The current text color can be switched using a token of the form # where n…
Man, who'd have thought one tiny little baby could produce so much poop?
Although I don't have a whole lot to show for today's work, I'm posting some screens and and update anyway since it seems like I stay more motivated when I am posting progress updates and screenies. So, here are a couple:
I got …
Although I don't have a whole lot to show for today's work, I'm posting some screens and and update anyway since it seems like I stay more motivated when I am posting progress updates and screenies. So, here are a couple:
I got …
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