[WIP] Trudy's Mechanicals - 3D Steampunk Tactics Game

Discussion in 'Feedback Requests' started by Incubator, Dec 8, 2014.

  1. Incubator

    Incubator New Member

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    Finally, it's time to add some decorations. These make a big difference.

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    Objects by default snap to the ground tile beneath the cursor, and like textures can be rotated around. Since objects contain collisions and can be of any size, rotating ones that have a large base uses the top-left corner as the anchor.

    With objects, we generally didn't need to worry as much about snapping to corners or rotating by 90 degrees as with textures, especially for aesthetic ones. We also added the ability to rotate around any axis, not just the y, and "nudge" each object by a small fraction of a tile.

    With those capabilities in hand, we went ahead and added object sets. Like with textures, these allow us to "paint" with a randomly selected object from a list, and rotate/nudge it up to a maximum amount based on given parameters. Here's how it looks in action:

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    Once the trees and tree trunks were put in, we manually adjust them so that clipping is not a visible issue, and add various other decorations such as brambles, miscellaneous plants, benches, lamp posts, fallen leaf clumps, etc.

    A few dirt patches later, and we get this:

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    Of course it's still not done yet, but it's beginning to look more and more like an actual place, don't you think?
     
  2. Incubator

    Incubator New Member

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    We've finally gotten ourselves a proper website!

    Check out the accompanying teaser trailer below, as well as some more-polished screens and concepts:

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  3. Incubator

    Incubator New Member

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    To hide some of the harsh map-edges, we've implemented a global fog system. It's separate from any particle effects that accompany props/characters and specific map elements, but it helps to set the tone for each area.

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    In the animation above, we cycle through a few coloured skyboxes, settling on a sunny-day scene for the cottage. We then apply the skybox colour to a global fog. The fog tapers out to full transparency as is rises up, and its vertical start and end can be altered to match each map's scale. In the end, only a small amount of fog is allowed to seep through the ground of our cottage to subtly soften the area as a whole.

    The fog is also useful for tapering off the bottoms of the maps, especially vertically-oriented ones.

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    As shown above, the fog gradient can recede to full opacity and cover the bottoms of the walls and columns. Combined with some billowing particle clouds that replace the level-editor grid, the scene becomes a bit less abstract and more loosely defined at the edges.
     

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