I'm going to do a mirror thread here about my little RPG project.
The previous step was this: https://twitter.com/Froyok/status/1518266804807815169
Alright, I always struggle with math but I'm finally making progress here. I'm finally able to draw my tiles index image in a single screenspace pass now, at the right size ! :)
Technically I ditched the idea of using a screenspace shader pass and went back to using dedicated polygons.
The nuance is that I precompute the mesh for each map, instead of using a generic mesh.
The advantage of using Substance Designer for building textures: using the height-map as a blending mask to make terrain/tiles transition for free.
Each time I want to build a new transition I just need to plug two materials together in a filter. :D
Before moving on to collisions (which I have prepped the data for it already, now I need to translate it into the game) I want to play a bit with water surfaces.
Right now I built a new set of tiles with transparency. The goal is to render the map as a black and white mask and then generated a distance field from the hole.
From there I should be able to generated dynamic shorelines. :)
Progress of the last few days:
- I finished the cliff textures, pretty happy about those ! :)
- I did a pass to adjust the contrast of the textures, things pop out a little better now
- I did a quick hack to implement my layering system, so now the player can pass behind elements, like the cliff edges.
- I improved the clouds shadows pattern and it looks much more natural now.
I have been wondering if I could speed-up some prototyping stuff.
For example, instead of drawing characters by hand to figure out the animation and poses... why not use 3D renders as a starting point ?
Will see how it goes, but I just started rendering the default UE4 character to that. 😃
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