Hello. C J here. I’m back and I’m going to catch everyone up on Dragon Engine progress before I do anything else. It’s going well. I’ve jumped between coding engines twice now. One was to the very well built Android app GDevelop. The engine mostly specializes in pixel games so it didn’t have some of the functionality I need to make the character models. I then jumped again to Godot. This free desktop program looks, feels and runs beautiful. I’ve got a screenshot of a pre-Alpha development build to show here.
The character is a placeholder but the 3D terrain tile is a custom made hand modelled asset. I added the collision myself as well. Imagine how good it will look when I add in a skybox. I’ve realized I need to make wall tiles half as wide as the edges of the ground tiles but otherwise they align perfectly. I need grass next and then hand modelled trees. My one rule is to never put anything ever on a diagonal. Knowing how computers think it’s in exact X Y and Z coordinates and right angles. Spheres are fine but I’ve learned I cripple loading times if I have even an extra 5 decree turn on a landscape item.
Also the pixel capabilities of GDevelop have got me thinking about making a top down pixel based game. I have far too many ideas for Dragon Engine to put them all in one game so I’m splitting off the project into it and a new top down pixel game I’ve named Monad. It will contain all of my ideas for making a digital museum to display real life art, base building with resource gathering and also all my favourite old retro era games in the genre that I grew up with. I’ll have posts about Monad more soon.
C J Mcpherson
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