DEVBLOG 16

This week we have been working on a variety of things. For example we worked on the town Haven and have added some features. Furthermore, we have worked on the levels and added details to them, including blood splatting on characters.
The attacks of the Witch and Scoundrel got sound effects this week to. Which we are looking forward to see,  or rather “hear” in action. Speaking of combat, we have looked at how the damage information is showed and calculated so the physical armor is defined as percentage just like other resistances. That is some of the elements that has been added this week.    

The Town without walls full of corpses

3D graphical designer:
Anders Bruhn Pedersen

Progress on the town continues, if a tad too slow for my liking. This week I’ve started to work on the outskirts of Haven, which includes small farms where the locals can grow edible plants, since I thought they might appreciate not having to eat cave wasps and mushrooms all their lives. I’ve also added a wooden walkway leading from the town to the lake docks in an effort to connect the various parts of the town more. Aside from that I’ve fixed a bunch of bugs in assets used for room generation. No longer do corpses of peasants spawn inside walls, something that had been annoying me for months.

Making the levels

Lead Developer:
Lasse Tassing

This week the level generation got an overhaul, making it much easier for our game designer to balance and setup new levels. The levels still has a procedural element to them, so I included a statistics module that allows the game designer to validate that the final levels will have the intended difficulty and rewards. Joachim started working on an icebased effect so I had to come up with a good solution for a nice ice shader. Luckily I found some pretty good references, such as an unreal material made by Ali Youssef, so I got something working pretty quickly. One of the things that really makes the material work in VR is parallaxing bubbles “within” the ice. This really adds to the depth of the material and even though it is basically a 2D effect, it works really well in VR.

 

Lastly I have been working on dynamic blood splatting on characters. This seems to be a bit difficult to do on skinned meshes, specially in forward rendering mode as we use. The simple solution is just to use the existing UVs and a rendertexture, but this will create really visible seams in the blood splats. Fortunately making a simple (sort of) triplanar mapping of the render texture works really well. The only drawback is that the splats rendered into the texture must be rendered such that the texture can be repeated, but this is minor compared to the visual quality that is gained.

Sound effects

sound designer:
Frederik Keglberg

This week I’ve been having fun with SFX for all sorts of skills and basic attacks. I’m almost done with all the skills for the Witch and Scoundrel, and the Inquisitor is half way there. Take a look at my progression chart-thingymabob.

It’s getting real nice and juicy, I must say. I’m really looking forward to hear and see all the attacks with sound, especially with the particle effects Joachim and Lasse are making, for e.g. ‘River of Frost’, ‘Infernal Bolt’ and so forth. Everything is added to FMOD, so next up is to implement it in Unity, and see if it works out, if not a new iteration will be made.

Armor & Resistances

Game Designer:
Jesper Brun Halfter

I’ve taken another look at the damage model in terms of how we are going to display information about how damage is being calculated in combat.

We have previously had armor and resistances as two separate types of “protection” if you will. While armor has been defined as values, resistances were defined as percentages. The reasoning behind that was to make a clear distinction that you can immune to elemental
damage types, but not physical ones.

We are going to change this and make it so that physical damage is defined as a percentage as well. This will not only cut down on the complexity of system, but also make it a lot more convenient for us to show the inner workings of the damage calculation process to the
players.

The Gallows

Game Designer:
Jesper Brun Halfter

We have been working on changing the way that you acquire new heroes for your guild. Previously you had to go to the tavern in order to seek out heroes for hire. We felt that hiring new heroes at a tavern is a tired fantasy RPG trope.

Instead, we are going for something slightly more dramatic which in turn allows for us to present the choices between the heroes in a more interesting way.

When you visit the gallows you have the option to pay money to save one or more of the three characters that are due for hanging. They will not be there the next time you are back in town, so you have to make up your mind before heading out of town.

Once the freedom of a character is paid for, you will also have to provide equipment if you wish for them to stand a chance in the dungeons.

The cultists

3D modelling:
Kristian Grimm

This week I modelled, rigged and skinned the first character for the cultists. The cultists is a religious faction, that will do almost anything to convince other people of their fanatic believes. They use intimidating masks made out of metal and they have their religious symbols on their clothes. When I made this model, I prepared the geometry for rigging and skinning, especially the skirt. As you can see, I cut in some ekstra edges on the skirt, where the legs would bend. I did this so the geometry could be skinned more smoothly around the legs.

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