Hi guys, here some old test environments such as Underground\Cave scene, useful for studying rocks and other details, especially the terrain painting system, for which we have adopted a homemade solution, In the next post I will try 'to give more details about.
The first old exterior enviroment test, was useful to develop the terrain painting system, and solve some other problem.
(You can find more information here http://www.subvertgames.com/blog/61 , just an article about some homemade tool we have done inside unity - Node-based dialogue tool - Game database - Mesh painter - Custom "Asset Server" )
- We changed our minds about how the dialogues will look and we dropped the "cinematic" cameras replacing them with a the same camera used for the rest of the game. You can now move your camera even during a dialogue and overall it just feels more natural.
- A large part of the game will involve interactions with objects. We implemented two types of interaction:
the "inspect" action will be available for all interactive objects and will be used to give the player some details about the object and hints about a possibile usage.
the "use" action will give the player the ability to use the object in one or more meaningful ways. Technically we're reusing the dialogue system but without the object "answers": this way even the objects can activate quests or change the progress of the game.
- This is a minor feature but it really helps during combat: you can now grab and use your shotgun even when holding the sword.
Yarrr! No more time loss spent switching weapons
and..
Trees and vegetation now moves with the wind
Container panel is now working: it's now possible to move items from the container to the inventory (and vice-versa)
Replies
(You can find more information here http://www.subvertgames.com/blog/61 , just an article about some homemade tool we have done inside unity - Node-based dialogue tool - Game database - Mesh painter - Custom "Asset Server" )
[ame="http://www.youtube.com/watch?v=fPkUslYr0bk"]Blackreef Pirates #61 - The fort WIP - YouTube[/ame]
We also made some changes:
- We changed our minds about how the dialogues will look and we dropped the "cinematic" cameras replacing them with a the same camera used for the rest of the game. You can now move your camera even during a dialogue and overall it just feels more natural.
- A large part of the game will involve interactions with objects. We implemented two types of interaction:
- the "inspect" action will be available for all interactive objects and will be used to give the player some details about the object and hints about a possibile usage.
- the "use" action will give the player the ability to use the object in one or more meaningful ways. Technically we're reusing the dialogue system but without the object "answers": this way even the objects can activate quests or change the progress of the game.
- This is a minor feature but it really helps during combat: you can now grab and use your shotgun even when holding the sword.Yarrr! No more time loss spent switching weapons
and..
- Trees and vegetation now moves with the wind
- Container panel is now working: it's now possible to move items from the container to the inventory (and vice-versa)
- Better particle effects for gun shots
Full article here:http://www.subvertgames.com/blog/63