Wednesday, May 20, 2015

New Land Updates

Got a chance to work full time on the game for the next month! This is going to be fun.

Here's where I'm at as of this morning. Trying to nail down the landscape and be out of WM and mostly in unreal and Maya. There are still huge issues to solve like how am I going to place all the rivers and waterfalls. Will they all have to be hand built? Probably, hopefully I'll find a shortcut.



Land is BIG, right now its 8kx8k, I'm concerned about the height differences between layers, and how the player might go between... if we want that. 


Monday I was here(below), for better or worse. I like to go in reverse order on the blog so you see the latest first. Each edit makes things better and you lose some things that were neat. That's the nature of procedural tools tho. Ultimately this was neat, but I couldn't fix the issues that needed being fixed. 
I started almost over from here, deleted 90% of the graph b/c the thought process this graph represents is messy. Its like a sketch, it has the ideas but fixing things like the rivers and shoreline was extremely difficult based on the mess. The top one might not look better but it is far superior in order and work-ability. 


Thursday, May 14, 2015

More Writing More Land

Continuing to chip away at backstory and lore, also working on the land. Re-working it when cities need editing.

Tuesday, May 12, 2015

Land v3.1

Still more refinements to go, but getting closer and closer. 

Monday, May 11, 2015

Lore and Land

Working on the new idea for the land, along with the lore that made it. There are still a LOT of notes on this, from adding more mountains inside the ring, fixing rivers, adding lakes at the base of each waterfall, making sure the main rivers flow from the lakes... lots to do, but this is a decent idea of where I want to go. Of course the locations and names might change, especially the Necromancers Fortress. 

Edit: going to add version 3 even though its early. Rebuilt from the start to get a better flow of ideas in the graph.

Friday, May 8, 2015

Tree v01 or v00.5

Dare I even call this version 01, its more like sketching in 3D or look dev on the tree. The idea is about 3 layers clumps of planes stacked to give depth, with some sort of random spots on them. Using Substance designer to iterate fast... well fast if I was better at it. its slow when you get snagged on something and it takes 30 minutes to realize why. Anywho, forward progress.

Oh and that's an old house model in the back, not new. 

Wednesday, May 6, 2015

House v02

working to merge styles, Tood, now house (some more tweaking but its close), next veg. Getting shapes down first then materials next.

Tuesday, May 5, 2015

Todd v02

Re-working Todd. Always the intent but pushing towards the environment, and the environment towards him. Still WIP on the building but here's where Todd stands as on this morning.