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
Of course, I had to put some Chromatic Aberration in the blur pass. ;D
That blur pass is now the heaviest part of the post-process system, more than the bloom itself !
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 ! :)
Finally made it work !
I'm walking on my map, yeay !
I made only the base layer work for now, next are the other layers. Then it will be collisions.
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.
Today I built a new little tool to preview my charsets.
The goal is to see the walking animation while editing the source file (even psd files).
It's gonna be handy to author content.
(Don't mind the example here, it's the only good placeholder I could find on Internet.)
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. 😃
@froyok using the unreal character is the ultimate troll, I thought this was an unreal project haha
@froyok the vibe is already there!
I'm really liking Love(2D) more and more.
That tool roughly took 400 lines of Lua in total, and two shaders and was built in less than 24 hours.