Hello. C J here. I’m still working on setting up my social life/fantasy MMO Minecraft server Fantasy Plus. I’m also back to working on Dragon Engine. I’ve been making the 3D assets that compose the tiles that make up the game’s environment today. The tiles are done. I have every tile I could ever need for four terrain types and they’re the only terrain types I want in the game. I also have floors for houses and beaches. Here’s a list.
Grass/Moss/Dirt
Ice/Snow
Rock/Mountain/Cavern
Desert/Sand/Sandstone
Beach
Wood Floor
All of these have been exported to GBL and backed up. Each set of the four land types has eight of them in it including cliffs and ramps. The tiles can be at different heights allowing for tiered landscapes, mountains and arches over water. Anywhere there isn’t a tile is shallow water. The game doesn’t allow you to enter the deep water around an island map. The edges of a map can also be defined with cliffs.
That’s it for that project stage forever. I’ve also looked into the software I need to make and rig up the character and NPC models. This will be done in Blender. I’m looking into buying commercial licenses for about a half dozen Blender compatible asset packs. The cost of this in total will be about $100. I need a generic human of both genders, a dragon, a wolf and a couple other animals. I then recolour these and add details to them using skeletal nodes. I also need to animate them.
One of the last steps here ever forever is to make the animations. For this I’m going to be looking at famous fight scenes from action and pirate movies. I want cinema compatible sword strokes, spear twirls and back step parries. I want cinematic hack and slash for every weapon type. This way the animations can be used to create film on the end user side through the animation tool suite.
None of this will be in the Pre-Alpha. This will be in Alpha and then Beta. The full release version will have the start of the official plot Absolute and also the tutorial March on Ishrayl. Furniture and outdoor decorations are the two things I will not have done fully at launch. I will have a modern day and a fantasy high tech set of each in the core game. The rest will be added through DLC. I also have a list of trees I need to hand model. We’re getting close.
C J Mcpherson
Grass/Moss/Dirt
Ice/Snow
Rock/Mountain/Cavern
Desert/Sand/Sandstone
Beach
Wood Floor
All of these have been exported to GBL and backed up. Each set of the four land types has eight of them in it including cliffs and ramps. The tiles can be at different heights allowing for tiered landscapes, mountains and arches over water. Anywhere there isn’t a tile is shallow water. The game doesn’t allow you to enter the deep water around an island map. The edges of a map can also be defined with cliffs.
That’s it for that project stage forever. I’ve also looked into the software I need to make and rig up the character and NPC models. This will be done in Blender. I’m looking into buying commercial licenses for about a half dozen Blender compatible asset packs. The cost of this in total will be about $100. I need a generic human of both genders, a dragon, a wolf and a couple other animals. I then recolour these and add details to them using skeletal nodes. I also need to animate them.
One of the last steps here ever forever is to make the animations. For this I’m going to be looking at famous fight scenes from action and pirate movies. I want cinema compatible sword strokes, spear twirls and back step parries. I want cinematic hack and slash for every weapon type. This way the animations can be used to create film on the end user side through the animation tool suite.
None of this will be in the Pre-Alpha. This will be in Alpha and then Beta. The full release version will have the start of the official plot Absolute and also the tutorial March on Ishrayl. Furniture and outdoor decorations are the two things I will not have done fully at launch. I will have a modern day and a fantasy high tech set of each in the core game. The rest will be added through DLC. I also have a list of trees I need to hand model. We’re getting close.
C J Mcpherson



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