...This may eventually lead to me creating models for my game, we shall see... I still need to figure out how to export the animation frames. Soon though, soon I won't need a silly inbetweener.. It will be just legit animations.
I'm considering doing a video series on how I make maps, including collision, lighting and particles. Would anybody be interested? It won't be for the faint of heart as it's going to require the use of... QPlus, QMovement, QMap, QM-Collision Map, QMap Editor, Particle Emitter, Particle Emitter's Online Editor, Community Lighting and an Event Spawner of your choice.
I should probably step away from the sparkles... but they're soooooooo shiny!
Anyway stuff of note:
The puzzle pieces now a build a puzzle in the upper right corner.
The Nihil is represented by the line with skulls. That represents where the map no longer exists at the moment.
Swag collecting in the new randomly generated area. Now the mini map also shows the randomly generated features... And even illustrates the whole "bubble" system" that I made to manage memory... Though that part's inadvertent. We'll just call that "the fog of war"... Yes, that's what we'll do. Nobody will be the wiser!
The worst part about making custom stuff is, I can't really ask any of you why a second copy of the character randomly appears only when going SW, S, or SE and changing directions. Been bugging me for the last two days. On the plus side, look at the new random map pieces I made while thinking about it.
Closer and closer I get to my intro sequence being finished... I've got the initial fall, the impact, waking up in Omnia, the title comets, meeting your first inhabitant of Omnia. I just need the falling sequence now.
After that I need scenes for sneaking out, watching the meteor shower, and the burning house. Then the first 30-40 minutes or so of game will be finished.
This brutal test includes 32 frames of character movement (in each direction)...
PIXI Bloom Filter
24 continuous 3D Effekseer animations.
36 portals which each cycle 3 Effekseer animations and a PIXI text.
And of course a gross amount of PIXI particles.
Turning a specific vibe into reality is incredibly difficult. For instance, this song is one of the ones I listen to when working on my post apocalyptic project, and getting it's "feeling" into the game has been a real challenge.
I don't just wanna regurgitate the numbers I see, I wanna actually understand the calculations I'm making so I'm probably gonna make a post later with some calculations and what I THINK they mean to get some advice and corrections.
Edit: All (Most) of these will be tested in game prior. I just wanna make sure I understand what's going on under the hood if you will.