Soft Particles

Screen Shot 2015-02-13 at 12.09.45

Here’s a shot of “mist” creeping down. Basically There are now checks for map collision and logical flow.

You can also see the soft particles blending nicely to the corners.

Screen Shot 2015-02-13 at 08.11.45 Screen Shot 2015-02-13 at 08.15.00

The drawing of the particles has been enhanced with soft particles. These don’t have hard edges where particles interact with other 3d objects.

Also the particle drawing has a much higher resolution.

The red skull on the door means it can only be opened if you have a red key!


Simple Animations

Water shader (just the basic) has been activated:


This shows the basic water animation directly exported from Rameses and coloured. You can also see the foliage moving. if you get closer to the foliage it moves more and slowly stops moving as you move away.

Basic door animation is also now active, which means you can open and close doors:


Note how the room beyond is hidden when the door is closed. And don’t get too close to the doors when they close as they will either reopen or harm you!

Screenshot Friday

The map editor is very slowly coming along. lots of new color options plus thumbnails of all assets:

Screen Shot 2015-02-06 at 12.14.55

Screen Shot 2015-02-06 at 11.45.38

Lighting working and new water looking good too:

Screen Shot 2015-02-06 at 11.58.05

Screen Shot 2015-02-06 at 11.45.00

Good names would be:

“The Temple of Maron”

“The Skull Store”

The design is starting to feel like something real now. With HeroQuest and Warhammer Quest being great comparisons.