Skip to main content

Feature: day/night cycle

Night falls on Elymuria
Yesterday I implemented basic day/night cycle in the game. Some lights, like the one you see in the screenshot, are only active during night. Still have to tweak progression of light color through the day and calculate the correct sun (and moon) angle.

Luckily, I dont have to deal with sky boxes, but I do have with weather, because I want to have some sort of precipitation and fog. The ideas about how to implement it are crossing my mind (and leaving it so quickly that I cant grasp them) but I think it is better to wait for Urho3D particle system to get better (and until I can grasp one of those runaway ideas).

Also I have been working on the interface, but not too seriously; I must sit and design a proper layout for the UI. I looked at style definition file and it is not too hard to modify to create the game's own look, it just takes some time.

By the way, the FPS count seems low, but I consider it quite good for an Intel integrated GPU, although eventually it wont be enough to move the scenes.

Comments

Popular posts from this blog

Unity3d isometric camera tutorial

I had pending this since a month ago, so Im forcing myself to post it today. The goal is to provide a fully functional isometric like system that you can use with few or none modifications in your own game. So, lets get started. Start Unity3d and in your scene, add an empty GameObject, we will call it target . Create a camera object and drag it to target to make it child. The result looks like this: Now select Camera and set the values to this: For a true isometric like feeling, ortho projection is essential. You could use perspective, but it is not the same. Play with Size to suit your needs (we will be using this later, when implementing zoom). Now, lets create an script named CameraController, or whatever, and drag it to target GameObject. Lets implement scrolling, the easier part: go to Update() and add the following code: if (Input.GetKeyDown(KeyCode.W)) {             dir = UP;         } else if (Input.GetKeyDown(KeyCode.S)) {             dir = DOWN;         } e

Isometric camera with Godot

Took some effort and some of my sleep hours, but at last, I made it. Here is my first videotutorial: implementing an isometric camera in 3D, with Godot. Useful if you want to emulate the look of old classics like Fallout 2, but with some extra features. Considering that my voice is not so nice, and my english pronounciation is even worse, I also added texts to help you underestand what Im saying. You will also notice some background noise, but cant do anything to solve that. Any suggestion is welcome. Expect another tutorial soon.... or sor tof. This time, will be about my AI system.

Testing animation retargeting in Godot 4

 We have finished the project and it is time tostart a new one. This time, I have convinced the team to work on a combat  prototype and try Godot 4. After a month, Im quite pleased with the progress. Specially, we have applied animation retargeting, which is a new feature in Godot 4. In previous project, our main artist devised a clever way to reuse animations, but now we have a native solution. Our first attemp didnt worked, but I found that remapping the armature starting by the feet solved the problem. Weird, isnt it? By the way, you can see the prototype here . WE are keeping it public to let people learn from our mistakes. And, if you need some animation retargeting tutorial, this is the guide we used: