Mythforge - Weekly Devlog #5
Welcome to the fifth weekly devlog update of Mythforge
Stuff I've worked on in the past week:
- Changed the lighting setup of Lordenfel
- Worked on interactable foliage
- Update the projects engine version from 4.24 to 4.25
- Added new enemy models
- Worked on character armor model
- Minor bug fixes
New Lighting Method
Previously, Lordenfel map was using the static lighting method where I had to render the whole map everytime I moved a mesh or changed a light settings. Each render was taking like 30-60 minutes, so it wasn't practical. I've changed this method to Distance Field method and now everything is dynamic and I don't have to render the map. This helps tremendously because I can play around with the assets and see the result instantly, hence I can spend more time creating instead of waiting.
As far as I know, there is also the benefit of everything being dynamic, so I can move lights and meshes during playtime to create more interesting puzzles and visuals. But I might not be 100% correct on this one so we will see.
However, I had to setup some settings for each mesh individually so they didn't look bad with this method.
Here is a gif, showing the difference (again, the purpose of this change wasn't for quality but for practicality):
Just to be clear, the scenes lighting will change in the future. I just changed the method of lighting at the moment and played around with the lights just a little to try to match it to the previous version.
Interactable Foliage
I tinkered with the materials of the existing foliage assets a bit and used the distance field system to make vegetation move when our character walked in it. But I realized a big problem with this system: I can't (as far as I know) use this method because vegetation is reacting to any collidable object. This means walls, pillars and also ground.
So I disabled this for the moment but if I find a way to use this without making grass fly I can easily enable it in the future.
Here is how it was looking like:
Engine Version Update
I updated the engine to 4.25 which is nice just because it's a newer version but the main reason behind this was to be able to use the new enemy models. The creator I bought the models from wasn't providing a version for 4.24 and I couldn't add them to a 4.25 project and copy paste it to my project which was in version 4.24.
New Enemy Models
I've bought a nice skeleton pack as a placeholder to speed up the project and not waste time on modeling minion models when the project doesn't even have funding. Like I talked about in the earlier devlogs, my priority is to create a polished demo level right now.
The pack had skeletons and two kinds of armor, plate and cloth. I used the plate for a melee minion and cloth for a magician minion.
Here is the knight enemy:
And here is the mage (I'm getting my butt kicked :D )
I'm also aware of the weird flickering issue in the puddles. Trying to fix it.
Character Armor Models
I've started working on a character armor set with a reference I liked. It's really rough at the moment and it will probably take weeks to finish it given the lack of hard surface sculpting skills of mine. I will try to make it myself but if it isn't working out I might think of something else later.
Here is a screenshot:
And here is the reference I was talking about:
That's all for this week and see you next week!
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Mythforge
Souls-like RPG where you can create your own weapons
Status | Canceled |
Author | Cold Tea Games |
Genre | Role Playing, Action |
Tags | 3D, Action RPG, Dark, Fantasy, Magic, Singleplayer, Souls-like, Third Person |
Languages | English |
More posts
- Mythforge - Lordenfel Ruins Demo Released!Jul 12, 2021
- Upcoming (Big?) UpdateJun 25, 2021
- WN Dev Contest: Semi Finals!Apr 01, 2021
- WN Dev Contest: Public Voting UpdateMar 05, 2021
- Mythforge - Second Demo Released!Oct 13, 2020
- Mythforge - Weekly Devlog #12Oct 10, 2020
- Mythforge - Weekly Devlog #11Oct 03, 2020
- Mythforge - Weekly Devlog #10Sep 26, 2020
- Mythforge - Weekly Devlog #9Sep 19, 2020
- Mythforge - Weekly Devlog #8Sep 12, 2020
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