Its relative.

Posted by Scott_AW on Feb. 23, 2008, 10:23 p.m.

I've completed a early version of the relations window for the stat menu, contains your basic family tree tied to your player and their potential spouse and children. Children will be playable when they get to a certain age and you wish to retire your main character.

The second half is an interface for finding out your standing with various groups and individuals that you know fairly well. Unknown individuals will not show up in the list unless you get to know them better(for better or worse).

Subject to modification and changes….

And heres a shot depicting grass in a forest, the more grass tiles that touch eachother, the taller the grass will get. This ability will be managable in the map's options(once implemented) and can either be changed or disabled. As I play around and get to better know anim8tor, I may be able to have a system that will allow for animated grass tiles(ruffling in the wind).

I screenshot of the new and improved street lamps

Also I'm progressing slowly into having functioning NPC models, currently they're boned and texture mapped.

Boned model, crane pose. Why? It was the first test pose that came to mind…

And the model texture mapped with a pretty simple texture.

Now the real challange upcomming is that npc skins will be customizable, but I'm debating which will be the best way.

One way I can do, which is also how I've done the fake shading and contoured texture system, is to use texture layers. Now some video cards do have limits on how many textures can be layered, and last I checked on my old system with the 2d sprites, their could be up to 7 textures layered. Also their could be a problem with transparencies if I do this method.

The other way would to have the editor create unique skins based off the choices made for the final output. This would technically save processing power that the layers would consume, but would increase the overall texture count of the game. This may not be too much of a problem since I can have the engine manage which skins it would need depending on which NPCs will be on the current map.

Comments

Cpsgames 16 years, 9 months ago

Wow… your game looks unbelieveable.

Cesque 16 years, 9 months ago

Amazing. The trees look absolutely awesome when close, but farther away, they look a bit like mushrooms. May I suggest variable height?

Scott_AW 16 years, 9 months ago

Thats something thats been on my mind, for both the object based trees(the solo ones) and the tree tiles. Of course the tree tile ones you see in the background would be easy to allow for variable heights, and like the grass(although its hard to tell) I can have it randomly rotate in 90 degree intervals to change it up some.