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Post by Admin on Feb 2, 2018 21:28:12 GMT
Created this forum to help keep track of ideas.
The engine for 9th Dawn III has been in development for a couple of years (on and off). I'm currently creating content for the game such as terrain, maps, etc. There is no release date for 9th Dawn III as it will take quite some time to complete!
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Post by Admin on Feb 10, 2018 23:21:38 GMT
I've been spending the past few days re-assessing the terrain graphics and the way the engine parses my map design file. I came to the conclusion that a lot of things need to be re-done as it was greatly lacking visual quality. The first problem is that I'm developing on a laptop and the screen was very uncalibrated- I thought I was creating nice graphics but when I checked them on another monitor they looked truly awful. The second problem is that I wasn't using tile transitions/blends between terrain types, creating harsh lines between grass and dirt for example. I thought I'd be able to get away with this because 9th Dawn I did it this way and looked alright at the time, but I want to aim for something better. I'm using lessons learned from 9th Dawn II terrain transitions, but with a simplified approach which still achieves nice blends.
Not much to show right now, but I want to get this right- as the terrain graphics provide a solid foundation to draw the rest of the entire game from.
Trying to spend more time developing but it is difficult with my full time job! Thank you for being patient
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Post by Admin on Feb 17, 2018 0:19:56 GMT
I have achieved pixel perfection in Unity! Since redrawing the terrain graphics, I re-noticed that my graphics were getting stretched ever so slightly, and I had no idea why. It turns out I wasn't correctly setting the orthographic size of the camera in the "correct" way. I found this article very useful blogs.unity3d.com/2015/06/19/pixel-perfect-2d/ In particular, the following line of code: Orthographic size = ((Vert Resolution)/(PPUScale * PPU)) * 0.5 I was skeptical at first after having read hundreds of articles about making pixel perfect sprites in Unity, but this one actually worked! (along with some other pixel-snapping camera code I had already done). As you can see by the following picture, some pixels were being strecthed vertically by 1 pixel, making slightly weird looking diagonal lines- but after I applied the solution, it is now perfect! It was only noticeable up close/zooming in, but this was really irritating me for months. Now I can peacefully carry on with re-doing the terrain graphics, which are 70% done!
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Post by Admin on Feb 27, 2018 16:08:00 GMT
Made a start on the 900 (plus variations) mapobject graphics for the game. These range between barrels, lights, traps, decorations and so on! It's always difficult to make a start, especially after a good few years away from doing much pixel art. I managed to get a few barrels going, in the screenshot below is 4 mapobjects (barrel Large, Medium, Small and Laydown), plus some various variations of each. Thigns look a little bland and boring on their own, but once I do more and more graphics the world will gradually come together! I use photoshop for Pixel art, because it's amazing and extremely flexible. Graphic assets are generated automatically when you label your layers ending in ".png"- which saves the hassle of exporting an enormous amount of graphics! It also allows me to have a zoomed in view and a realtime game-size view, which is very useful. I draw ontop of a screenshot of the terrain to ensure graphics look nice in the environments Thanks for all your helpful forum posts, I will get back to them soon!
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Post by Admin on Apr 2, 2018 16:07:11 GMT
I am still trying to get through all the 900(+variations) mapobject graphics! Today I've been doing candlesticks, boats, torches, and scheduled much more! Tiring, exhausting, but I'm enjoying the progress! Yesterday I was drawing for 13hours straight and made it through approx 50-60(plus their variations) objects. See my retro openworld RPG games at www.valorware.comFollow @valorware IG/Twitter, www.facebook.com/valorware#rpg #indierpg #9thDawnIII #9thDawnII #9thDawn #pixelart #pixelartist #indieart #retrorpg #indiegamedev #pixels #gameart #gamedevelopment #gamedev #indiedeveloper #indierpg #sprites #pixel #rpggame #androidrpg
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Post by Admin on Apr 2, 2018 19:12:02 GMT
9th Dawn III will have 2 extra types of spawn points alongside the regular bloodspawn! I don't want to reveal what they are or how they will affect you, but what do you think these may be ? OOOOO exciting... See my retro openworld RPG games at www.valorware.comFollow @valorware IG/Twitter, www.facebook.com/valorware#rpg #indierpg #9thDawnIII #9thDawnII #9thDawn #pixelart #pixelartist #indieart #retrorpg #indiegamedev #pixels #gameart #gamedevelopment #gamedev #indiedeveloper #indierpg #sprites #pixel #rpggame #androidrpg
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