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Author Topic: FeyScape  (Read 6107 times)

Max White

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Re: FeyScape
« Reply #15 on: November 27, 2012, 05:14:36 pm »

Ok, time for those lighting screenshots I promised!
First, for referance, here is the level in a 'bright' state. This is what it will look like at day time.

Spoiler (click to show/hide)

Now here is the same place, except with complete darkness as a default lighting level, a light source added, and the night background put on.

Spoiler (click to show/hide)

Actors such as the player or the slime are also lit up by light sources.

Spoiler (click to show/hide)

I can adjust the maximum and minimum lighting of a room, so that in a very dark room it will never be very bright, or while outside it will never get pitch black. I'm thinking of setting the minimum darkness to relate to the phase of the moon, although maybe not, as things just look really nice with the moonlight level lighting.

Spoiler (click to show/hide)

I also got around to handling back panels. Lighting in caves looks awesome.

Spoiler (click to show/hide)

Interesting note: While the light source I added in the forest was in a fixed point, that one follows the player around. I can very easily set lights to follow actors. I have also been playing with making flickering and glowing effects for candles and fireflies.

Facekillz058

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Re: FeyScape
« Reply #16 on: November 27, 2012, 05:43:54 pm »

None of the pictures work for me.
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Max White

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Re: FeyScape
« Reply #17 on: November 27, 2012, 05:46:56 pm »

Hmm, do you a working image hosting site right now? Imgur isn't working for me.

Facekillz058

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Re: FeyScape
« Reply #18 on: November 27, 2012, 05:49:05 pm »

I like to use Dropbox.
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The Darkling Wolf

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Re: FeyScape
« Reply #19 on: November 27, 2012, 05:54:19 pm »

Postin' tae watch.
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Max White

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Re: FeyScape
« Reply #20 on: November 27, 2012, 06:03:47 pm »

I like to use Dropbox.
Too much effort. Do these work?

Spoiler (click to show/hide)

Facekillz058

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Re: FeyScape
« Reply #21 on: November 27, 2012, 06:08:04 pm »

Yeah, those pics work.
The lighting is pretty cool.
I can't to see the finished product.
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Max White

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Re: FeyScape
« Reply #22 on: November 29, 2012, 08:09:01 pm »

Well I can't imagine being done for a while. I have a some what ambitious project planned here, but I work as fast as I can.  :)

Gamerlord

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Re: FeyScape
« Reply #23 on: November 30, 2012, 07:04:50 am »

Looks awesome, hoping to be able to one day play it!

Max White

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Re: FeyScape
« Reply #24 on: December 03, 2012, 05:45:47 pm »

Not having internet at home is really starting to get annoying... Can't look up how to do a lot of the things I would like to be able to do. As such while I would love to try and get networking up and running, it is a bit hard right now.
Instead I have sort of done a bit of an engine rebuild. While before I was limited to each World Tile only connecting to a instance, and each instance only connecting to its single World Tile, now any World Tile can connect to any level at any entry point and each level can connect to any overworld tile or another level, meaning caves and bridges that you can go through to get from one point in the overworld to another. It is a pretty big improvement all in all.

Max White

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Re: FeyScape
« Reply #25 on: December 09, 2012, 07:21:05 pm »

I wish I could upload some images right now, but I will share later.
I have been working on some procedural gen stuff. Now so much level or world gen, but block and creature gen. Before I can begin to build a world, I need to know what is in it. The plan is that like in Dwarf Fortress, underground will have its own layers and stone types, and with the new way I'm handing blocks I can have pretty much any number of stones in any number of colors. Also, for each stone made, it also creates similar blocks for building materials, such as bricks, slabs, blocks and tiles.
Building a house isn't going to be the main focus of Feyscape. It isn't even going to be possible until you can get hold of the materials, and they are a teir II item (Meaning you will need to have pretty much beat minimum two areas before you can get building, maybe more) so it is going to be a bit of an after thought for the player, but genned structures like towns, bridges, dungeons and castles will all need to be made of something, so kind of an important step.

Darvi

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Re: FeyScape
« Reply #26 on: December 09, 2012, 07:31:11 pm »

How did I miss this?
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Max White

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Re: FeyScape
« Reply #27 on: December 10, 2012, 07:51:01 pm »

ARR! Can't upload images! Wish I could right now...
Anyway, work on the blocks is going well! I'm thinking I am going to have three options that you can turn on and off for worldgen.
Default content: Will contain all the default stuff such as iron ore and basalt and the default trees and everything that comes in the package.
Genned content: This will mean that before world gen, blocks and creatures and items will be procedural genned.
Custom content: This option will read any raws in a folder to add content DF style, allowing for hopefully easy modding.

These options will not be mutually exclusive, so you could have any mix of the three. Also, like DF I am going to be saving the content files in with the world, so if you have multiple saves they could have very different content.

Darvi

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Re: FeyScape
« Reply #28 on: December 11, 2012, 04:02:03 am »

ARR! Can't upload images!
Of course not, pirates download.
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Kamin

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Re: FeyScape
« Reply #29 on: December 11, 2012, 04:40:52 am »

Wow, this looks like it could end up pretty smexy--I totally LOVE the way the night lighting looks, and the little overland town tile is cute! Watching the hell out of this.
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