Summary: In which a lot of little things are done, including: textures are updated and added; as too are sounds; the player-light shaders are tinkered with; level two's exit is near-complete; a script merges windows; the window-merging script causes trouble; and some work is done on Panda3D's particles.
Greetings and salutations!
For this week's screenshot, some touch-ups to the look of level two:
The week just past was another of those in which I worked on many little things, with no single central thrust to them:
Continue reading "The Deadly Window-Merging Script" »
Monday, June 18. 2018
Walls of Stone
Summary: In which the sandstone of level two makes its appearance; scripting once again obviates some tedium; a stone plate is adjusted; and the exit to level two sees some work.
Greetings and salutations!
For this week's screenshot, two looks at some of the aesthetic work of the past few weeks, via an excerpt from level two:
That aesthetic work took up most of the week just past, I believe, alongside some minor level-design work:
Continue reading "Walls of Stone" »
Greetings and salutations!
For this week's screenshot, two looks at some of the aesthetic work of the past few weeks, via an excerpt from level two:
That aesthetic work took up most of the week just past, I believe, alongside some minor level-design work:
Continue reading "Walls of Stone" »
Monday, June 11. 2018
An Un-Cast Shadow
Summary: In which a shadow has no caster; I describe how this was achieved; the particle editor is (pretty much) done; a particle effect is placed; windows are made--and send the vertex-count soaring; the placement of windows prompts some scripting; and wooden things are given colours and normals.
Greetings and salutations!
For this week's screenshot, a shadow being cast by nothing--if perhaps not in the way that you might think:
The week just past feels like a fairly productive one, to me. Let me elaborate:
Continue reading "An Un-Cast Shadow" »
Greetings and salutations!
For this week's screenshot, a shadow being cast by nothing--if perhaps not in the way that you might think:
A vertex-based, animated "fake" shadow.
— Ian Eborn (@EbornIan) June 5, 2018
(... There is meant to be a character casting said shadow--I just haven't modelled them yet. ^^; )#ADoorToTheMists #indiegame #indiedev #gamedev pic.twitter.com/keF7aTVLVT
The week just past feels like a fairly productive one, to me. Let me elaborate:
Continue reading "An Un-Cast Shadow" »
Monday, June 4. 2018
A Tale of Two Particle Panels
Summary: In which player-light- and glass- shaders see work; blob lights can be softer or harder; conversations can be extended; Panda's particle panel gives trouble; a new particle panel is embarked upon; and a vertex-shadow shader is begun.
Greetings and salutations!
For this week's screenshot, a new (work-in-progress) particle editor:
(The particle effect shown isn't anything intended for the game--it was made simply for demonstration purposes.)
The week just past was a bit of an odd one, as I was diverted from my usual work into a bit of tool-creation--specifically, the creation of the particle-editor shown above. Let me explain:
Continue reading "A Tale of Two Particle Panels" »
Greetings and salutations!
For this week's screenshot, a new (work-in-progress) particle editor:
(The particle effect shown isn't anything intended for the game--it was made simply for demonstration purposes.)
The week just past was a bit of an odd one, as I was diverted from my usual work into a bit of tool-creation--specifically, the creation of the particle-editor shown above. Let me explain:
Continue reading "A Tale of Two Particle Panels" »
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