Urho3D's architecture is based on a component system. You may have heard the term. Essentially, Urho3D provides a hierarchy of Nodes, where each Node comprises a set of transforms (position, rotation, scale), a list of children Nodes, and a list of components. Components provide the behavior and ch…
Creepers gonna creep.
The swordsmen, I can probably take, but the three shaman are probably going to mess me up. If they don't murder each other first, that is. The red goblins tend to have unstable tempers.
I've been getting back into it. I came to a realization some time back. I tend to step away f…
Here is a very quick, very rough mockup of what I currently have in mind for the world map:
The tags/locations on the map would be clickable, either on the map itself or on the list to the lift. (Appearance and detail will, of course, vary in the final solution.) Exploring a hex takes you to a turn-…
The tags/locations on the map would be clickable, either on the map itself or on the list to the lift. (Appearance and detail will, of course, vary in the final solution.) Exploring a hex takes you to a turn-…
I am still in the process of converting critical components to C++ classes, rewriting some of my procedural world generation layers to avoid returning by value from the Lua API, and other such nonsense. It goes slowly when I have just so, so many dandelions in the yard to eliminate, so many square …
So, I downloaded Blender 2.74 and did an experimental tree using the normals trick mentioned in the previous post. The trees do, indeed, look fluffy now:
The official Blender exporter for Urho3D doesn't as yet support the normals modified by the normal edit modifier (although I was linked to a branc…
The official Blender exporter for Urho3D doesn't as yet support the normals modified by the normal edit modifier (although I was linked to a branc…
I find that I am really enjoying the gameplay with elevation involved. Exploration, especially with tall trees added, has become quite enjoyable even if there is really nothing much to find or do. There are a few tweaks that need to be done, however. One is that I probably ought to bring back path …
So, I've gotten the game fully back to where it was before. Works great. But I have a pretty big project to tackle now.
You see, a LOT of the game functionality is written as Lua script objects attached as script object components to Urho3D Nodes. Which is great and all, but the thing is that the Lu…
Because I said in the last entry that I would likely not implement elevation as a gameplay mechanic, tonight I started on implementing elevation as a gameplay mechanic.
GC can now climb up and down hills, as long as a given step is no more than one layer above or below his location (specifiable, of …
GC can now climb up and down hills, as long as a given step is no more than one layer above or below his location (specifiable, of …
With the reversion to the more basic hex block shapes, I have begun experimenting with using elevation. I don't know that I would actually use elevation in the gameplay mechanics, but rather just as a look-and-feel thing. It wouldn't necessarily be a difficult change from a gameplay perspective to …
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