Sunday 12 October 2014

On Call Mountain Range Update

I was left a little disappointed by my solution for the grass, so I invested some effort into finding a better way to do it.

Not only have I redrawn the texture for the grass to help it suit the style of On Call, but I've also found a far better shader. The new shader still casts shadows, but now has a more consistent, less patchy look.

I'm also currently reviewing the mesh for the grass, as I have concerns about its performance... I will test it on the Vita within the next few days to make sure, but the level is coming along well.


4 comments:

  1. Looks nice! Are you going to release this as one big patch with all the new features or as multiple smaller patches? And how is the AI comig along?

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    1. The AI is all but done now. I'm just sorting out some kinks in the pathfinding. The main time investment is creating and animating the bad guys instead of using primitive basic shapes. And the content is an odd one. Part of me wants to release it as its done, but another part doesnt want to release 1 story mission without the next one... So I will probably release it in bunches of completed free "expansions"

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  2. I'm looking forward to it too. Adding some worlds like this will really give some great depth to the game. A city world would be awesome too. I can't imagine how much work this must take to bring these areas to life. Please let me know if I can be of any help. Still planning on working on a few more art pieces!

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    1. I'm actually planning out a few nice city worlds as we speak. They will need many neon signs and old posters ;)

      The time it takes isn't the main problem, I mean, it takes a lot of it, but the issue is finding time while doing exams at university.

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