When I first started I didn't take scale into consideration and pretty much just played in blender until I got the shape I wanted. I've been taking some time recently to rework all my artwork. This screen will change as I find it too basic for now The Budget - This shows you the various income and expanses of your Fief. The Attributes - Here we're looking at the Stewardship attribute and what traits modify it The traits - These are the different physical and personality traits of the character, these are the purple and black squares as I haven't yet made icons. Here you can see the current statisfaction and factors: More information will be added to this screen. The Character Sheet - When you click on a villager you'll see this screen, it contains the attributes (Diplomacy, Constitution, Craftsmanship, Stewardship and Ruse), the traits, and also the current satisfaction. Here's the new grass system from ground level (I now realize my pine trees look silly from this angle) All UI panels are still WIP and will most likely change. Here are some screenshots of the game in its current state. I will feature this system on the next update. It's super easy to write your own events with triggers and actions. I also have a working version of a dynamic quests and event system that parses text files to build possible events. Also now people will no longer die from starvation, they'll get a massive satisfaction penalty and will start looking for food themselves therefore impacting goods productions in your village. ![]() I reworked the hunger and food system so now people require a lot more food. Below screenshots are taken directly from the editor, in the build there are rocks scattered around the terrain and flowing rivers. Now the grass and the crops in the fields all sway in the wind it adds a lot of character to the scene. The shader fades the grass in a linear fashion I'll need to find something so it fades only when it gets to the edge of the last visible patch. The whole thing sways in the wind and doesn't cost any performance (apart from the massive amount of vertex but I'm still running at 100FPS in editor). It generates 100 patches of 60 000 vertex each in about 6 seconds. ![]() ![]() I wrote my own grass system using the shader above. At first I was using the Terrain grass system, it looked horrible and took about 30 FPS. I also stumbled on a grass shader that I modified to fade based on distance. It's basically modular blocks that I can push in a queue, it's faster and much easier to add new tasks. The whole thing is less than 400 lines and works amazingly. I went from a 2000 lines switch statement in update to a simple finite state machine using interfaces. So my project is still going strong even though I can barely work on it one day a week. I figured I would update the OP this time.
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