[News] Progress on world map
Hello everyone!
I'm here to show you some progress we have had so far with the
I've put a lonely Kalyskah here where we'll be transferring the starting area, and in the background, you can see how far Millhaven will be:
No reason to say that this will give us tons of space to play around with modular events while you are exploring the new lands. Bandits, animals and Vampire hunters are just a few of what we have in mind. But I rather not say too much more to avoid promising something that will take too long for us actually to implement on the game.
What is the planning that is going into it?
A lot. In order to have the new world being done by industry standards, we first checked what is the flow of the game currently have to create the list of priorities of the landscape we'll need to get done first so the game will be playable again as soon as possible. Also what we would need to adjust to make the dialogues more accurate.
And then, to make sure that the game would still look familiar, we started to list the places everyone should see from a distance. Let's call them landmarks. These landmarks will have LOD (level of Details) for several view distances, so if the player is far, they will be a blocky thing without too many details, and as they get close, the detail amount will increase.
LOD's are things we already have for houses, rocks and some characters. Still, on this review, we are bringing it to a whole new level instead of creating them just for individual asset pieces! We are grouping all the assets on the landmarks and creating the LOD from there, which will highly reduce the number of vertices for each of these significant buildings.
Whilst I wait for our team members to advance with their tasks, I've made a
Hello everyone!
I'm here to show you some progress we have had so far with the
You must be registered to see the links
.I've put a lonely Kalyskah here where we'll be transferring the starting area, and in the background, you can see how far Millhaven will be:
No reason to say that this will give us tons of space to play around with modular events while you are exploring the new lands. Bandits, animals and Vampire hunters are just a few of what we have in mind. But I rather not say too much more to avoid promising something that will take too long for us actually to implement on the game.
What is the planning that is going into it?
A lot. In order to have the new world being done by industry standards, we first checked what is the flow of the game currently have to create the list of priorities of the landscape we'll need to get done first so the game will be playable again as soon as possible. Also what we would need to adjust to make the dialogues more accurate.
And then, to make sure that the game would still look familiar, we started to list the places everyone should see from a distance. Let's call them landmarks. These landmarks will have LOD (level of Details) for several view distances, so if the player is far, they will be a blocky thing without too many details, and as they get close, the detail amount will increase.
LOD's are things we already have for houses, rocks and some characters. Still, on this review, we are bringing it to a whole new level instead of creating them just for individual asset pieces! We are grouping all the assets on the landmarks and creating the LOD from there, which will highly reduce the number of vertices for each of these significant buildings.
Notice that there is a place there saying "should be scary swamp". This is because there's a character in the game called Natasha, who, ever since the start, was supposed to be a crazy necromancer that lives on the creepy swamp that no one dares to set foot. Before, we didn't have the space to make the vegetation switch from a forest to a swamp in a way that would look natural... so to make the forest creepy, we added a camera effect + fog. Now that we have more space, we can better portray the initial vision of the witch's place, and this is something I'm very excited about too!You can clearly see here that the areas we have planned to add quests are very close to each other, which reinforces the need we had to make the map bigger.
Whilst I wait for our team members to advance with their tasks, I've made a
You must be registered to see the links
so our patrons can help me decide on what to work on in the meantime.
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