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This week I spent some time learning some new tools specifically substance designer.  I've been having trouble finding textures that are the right kinda of style for my game, so I think I'll need to start making them myself.  I didn't know how powerful substance designer is in doing this, so its a tool I'm going to spend a little bit of time testing out and learning.


To this same end I've also been building more foliage and landscape textures into the various environments.   I've decided to go with giant trees, in an effort to keep some of that leaf structure from killing people's frames too much.   Just might not want to look up too much :)


To save some frames, I've also been adjusting my level construction to only make level sections visible as you approach them.  I can control how far ahead this works, and as it stands it also makes level sections behind you invisible.  Depending on how the level progression goes, I MIGHT change it so it actually loads in and out various level sections as you go through them. 


Quality of life stuff that I also adjusted:

Do to requests, the sneak button is not a toggle.  When the options menu is back in, I will include the ability to set it as toggle, or held down to sneak.

Slow motion when the spell menu is open.  This will give you more time to choose spells.  It has a little bug where after you let the button go, it takes a second to speed back up.  

Added a hotkey to test.  Currently will require you to hold the key to aim a spell that is aimable, otherwise will fire off in the direction the camera is facing.


There are a few other things I'm experimenting with, but I really want to focus on building content at this point.  I'll be sneaking some changes into the game here and there though.