Skip to main content

Back to tilesets...

It's been a while since I did anything graphical, but I feel the need to see how the game will look once there's more than just cubes as dungeon. I also need to test some of the dungeon building ideas I've had lately.

Lastly, I feel that it's important to come up with a fast, and good way of decorating a dungeon.

For the last 30 minutes I've been working on a single paving slab. That might not seem like good time management, but I didn't spend the whole 30 minutes making it. I experimented with some quick and dirty ways of modelling stone.

  1. First I created a cube, scaled it to a tile (2.0,2.0,0.2), beveled the edges and cut it with the loop cut tool. (Previously I tried the boolean modifier, but that took too long and didn't give good results). 
  2. After that I added some subdivision with fractal noise and smoothing.
  3. Next I unwrapped a stone texture and used that as a basic displacement map to provide the micro texture.
  4. Last I created a low poly tile and baked the normals, diffuse and ambient occlusion from the original tile.  
You can see the comparison between the high poly tile and the low poly one here:

I'm quite happy with how it looks so far. Now I've just got to speed up my workflow, make a whole bunch of tiles and bricks and bake out a test level. I may try using some scattered gravel and also some chunky moss... I'm going for that classic level 1 dungeon look today.

Comments

Popular posts from this blog

Back to Vinland.

I'm going back to my real time tactics project, Vinland 1936.
While working on the other project I overcame the problems which were stopping me from saving/loading the game and also cleaned up the base code a lot.

After a few weeks I'm getting near the the state I was in before.


Infantry are back to their previous state, and vehicles are running OK.
This time I'm going to push ahead with mocking up the combat system though before I work any more on the vehicle builder or graphical aspects of the game.

Map screen designs

I've been working some more on the map window. Right now you can only see the base, it doesn't show items, enemies or even doors on the map yet. These would be decals.


In the top window you can see the modified result of last night's tile based map. It looks good but there are some visual artifacts related to the problems I encountered yesterday, and as well it takes much more code and time to calculate.

The second window uses a cheap trick to fake an beveled look from a smoothed version of the 32x32 map. It uses black to mask unexplored areas.

Finally the third version is meant to look like a had drawn map. I'm using a cross hatching texture to distort it and unexplored areas are shown as blank map paper.

There's going to be a mechanic in game where you need to use some paper every level in order to activate the map for that level. From there it will fill it in automatically. Paper will be pretty rare so it might be worth keeping it safe for the more complex level…

Infantry combat and entering buildings.

I've been working a lot on the game recently and I've nearly rebuilt it to the level it was before. Past that maybe, since now I have the beginning of a working combat system and the ability to save and load the game.


Infantry can now occupy a building. It's quite an abstract representation, since they stay at the door and turn invisible. But they can then fire from one of the windows and take damage from shots at the windows too. I think I've set it up well so that when building damage and destruction is working then the system should continue to work.

For combat I tried some new ideas, but they didn't work out that well. It seems that it's important that viewing range should be further than shooting range. Now shooting range is pegged at 18 units of distance, while viewing range can extend out past that.

In the above image one unit has an officer, so has further viewing range. The other can only see as far as they can shoot, a dangerous situation since the en…