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npub1y6pc...ct3m
npub1y6pc...ct3m
ART DIRECTION This is not snow on rocks. This is me 1) not knowing how to sculpt well and completely messing up the topology and 2) not knowing how to correctly use the lightmap plugin. However, this is the perfect first step to define the direction I want to follow for the style. image CREW & VEHICLES To find the right size for the spaceship, vehicles and the crew, I created a simple scene. image This is the first exploration for the customization of vehicles depending on the player background. image The vehicle is fully animated and can be tested on Desktop here using WASD: SHADERS Shaders have been integrated into the game engine. This is the prototype for a snow shader following hand-painted vertices and using their color to deform the geometry of the mesh. image FIBONACCI In order to generate interesting hierarchies and locations, I studied and integrated generators following the Fibonacci sequence and the Golden ratio. OTHERS These are just the visible aspects but most of the work has been done on implementing post-processing, shaders, particle effects and animations and on improving the structure in order to find the right way to generate factions, quests and locations. #art #gamedev
npub1y6pc...ct3m 10 months ago
DRAGONBANE MONASTERY Locations are very complex to define. I made this scene to test different concepts. It combines a location (the monastery), a surrounding mesh to obfuscate the emptiness around and a skybox. Both main meshes also includes areas of randomly placed trees and a spaceship landing area. image SPACESHIP ENGINES This scene was made to test many things from sound inclusion to synchronizing a sound with different animations (particles + glow intensity) image Be careful, the sound can be loud: SPACESHIP CREW The idea I use for the crew and size of the player ship is about half of a US NAVY DDG 51. Crew types will have a different color to be identified using a similar system to what aircraft carriers use on deck. image OTHER CONCEPTS The templates for quests, the magic system and the main factions have also all been defined. #worldbuilding #gamedev
npub1y6pc...ct3m 11 months ago
PLANETS I worked on the planets and I used some pictures of grains of coffee and spices to give them textures. For now they are just placeholders and do not correspond to their type. You can see them here: FACTIONS I made a lot of progress with factions. This is the semi-final list although a lot of their names are placeholders. Every faction will have around 7 subfactions. image GAME The rest of the time, I finalized the architecture for the game and made it more elegant and simple by standardizing and removing what could be. #gamedev #worldbuilding
npub1y6pc...ct3m 11 months ago
ART STYLE The art style will be stylized low-poly. Very natural colors and few textures. image STRONGHOLDS Having a stronghold seems like an interesting complement to ship management and can allow more possibilities such as resources processing, crew training and missions independent from the play ship. image PLAYER SHIP Having a single ship for the entire game seems like the most interesting choice. It allows more customization and better storytelling than switching ships two or three times. image #gamedev #art
npub1y6pc...ct3m 11 months ago
ANIMATIONS Integrating animations and adding a character controller was easier than expected. Animations are separated from meshes and can work with procedurally-generated characters. I added a sphere on his back to validate that. image FACTIONS Factions are becoming much more interesting. For now there are 6 categories of factions: - Dragonbane - Creation - Oneness - Evil (Shattered Moon) - Crime Syndicates - Guilds (Trade & Production) Exploring the color palette and granularity for some of them. image ENVIRONMENT Experimenting with painting with complete relaxation. image BAKED LIGHTING I also created the process to add baked lightings to meshes. The tests I made make models look much better, especially when it will be combined with environment lighting. image #worldbuilding #gamedev
FIRST SCENE The game is starting to take shape. This is a scene I used to test a lot of things including from procedural generation, using Blender meshes as terrain, music and lighting. image THE CLAN OF THE SHATTERED MOON The clan of the shattered moon represent the main human evil faction of the world. The are covertly embedded everywhere in society and see it their responsibility to free humanity from nature. image THE CULT OF CREATION The crest of the cult of creation are crystals set around a wheel image THE FLAME OF ONENESS The symbol of Oneness is a flame or a white crystal surrounded by the wheel of creation. image #gamedev #worldbuilding #conceptart
FRACTAL PROCEDURAL GENERATION image The procedural system is working in a fractal way where a hierarchy of meshes is given and every parent has its children generated on top. This examples simulates an overgrown research station (on the left) in front of the entrance of a cave. The procedural generation also works inside the cave below other parts of the terrain. ASTEROID FIELDS & SPACESHIP CONTROLS image The asteroid field can now load custom meshes and a simple system to control the ship has been implemented. STAR MAP image The star map is now looking much better and I also improved the algorithm to generate the systems. #gamedev
## ARTIFICIAL INTELLIGENCE Artificial intelligence was the big unknown so far. I developed two different AIs. One at the level of the galaxy to handle world-level events and the movements of spaceships and the other one you see below which is real-time and working at the scene-level. image ## PROCEDURAL GENERATION Terrains can now have meshes generated directly on their geometry. The first test will probably be with trees and rocks. image ## DAY & NIGHT CYCLE I created the prototype for a day and night cycle. For now, it only affects the light and sky and not meshes yet. Maybe a shader or some post-processing will improve it. image ## ARCHETYPES I also created the list of backgrounds for the characters you will be able to pick at the start of a game. They are: ### THE COLONIZER You arrive as a trader/builder and you want to participate in building new colonies and help them thrive through trade and craftsmanship. ### THE HUMANITARIAN You want to help those in need, relieve suffering and reassure people. An organization lends you a ship and a crew to bring humanitarian aid and support to remote colonies. ### THE ENGINEER You want to explore the science and technology this new place has to offer and build new tools with what you discover. ### THE EXPLORER Your rich uncle was passionate with archeology and left you some money and a ship to discover as much as possible about the ancient civilization and their ruins. You choose whether what you discover belongs in a museum. ### THE ARCANA MASTER You have discovered you have some special abilities and some people even started worshipping you. You have to learn to master your new powers and decide how to handle people. ### THE OFFICER You just arrived as a veteran military officer and the government offers you a ship and a crew with the mission to bring law and order as an independent entity. ## THE ROGUE You just arrived and a shady organization offers you a deal too good to pass up. You see many people that would benefit from being relieved of their possessions in this new world. #gamedev #news
Update: reverted back to hosting it at @Npub.pro Metatags are not shown when self-hosting and the site is not indexed by some search engines.
## MOONS, 4K TEXTURES & FXAA The engine is starting to look better. It has now 4K textures and anti-aliasing. image ## FTL Making a FTL system that both makes sense and is interesting is very difficult. This is a good start for the visual component. image ## SHIP INTERIORS & PHYSICS Ships now have an interior that characters can walk. If you focus long enough, the red box turns into a spaceship captain. image ## SYSTEMS Systems start looking much more interesting with asteroid fields, planets and moons. image #gamedev
Testing GIFs. The image below should be animated in your Nostr client. image I implemented the automated Level-of-Detail rendering. After I model something in Blender, I have an automated script in Python created 4 levels of details of the model and BabylonJS automatically renders the correct level of detail required by the distance from the camera.
The development of the game is going well. I am developing all the systems at once to ensure that all of the foundations are well-made from the beginning and don't need to be reworker later. All of the 3D components are now ready in their most basic form, including the ability to build custom ships. image The 3D engine is now integrated with the interface and both can access the same information. This makes creating the minimap trivial. The asteroid field has been tested with 20000 asteroids at 60FPS. image Space will also have locations to explore and random encounters with other ships. image The ship creation will not be based on voxels like here but will have a basic elements on which other components can be attached. image The heightmap is already integrated with the Physics engine (Havok). The yellow box is a cave entrance to test switching location and the purple box is a trader to test dialogs. If you access the website from a desktop, you can test part of it here:
The first prototypes for the galaxy map, system map and 3D flying are working. For now, the names of the stars are based on different mythologies. I also started working on the faction and shipbuilding systems but there is nothing to show yet. As an aside, I also found ways to simplify the website and it should load faster on your mobile now. If you want to see the generation live, you can check it out here: #gamedev #blender #grownostr
This week, I added controller support to the engine. To understand gamepads, I added the ability to navigate the website using a controller. It works on mobile and desktop with any standard controller. image I also merged the website and game engine, it is now a single application and can communicate with the world engine and the 3D engine (BabylonJS). #gamedev #news
Now that the website, scripting, infrastructure and the first draft for a game engine are ready, it is time for the next phase of Dragonbane Creation. It took 4.5 years to develop the infrastructure to the target level. The next step is to invent the world and work on the story, concept art and game mechanics. image This is the first attempt at doing values with my new Krita brushes on a Dragonbane statue. #art #news
Hello, my name is Thomas Mühlematter and I run Dragonbane Creation where I work full-time on the development of an original science-fiction. In this world, Humanity had to leave Earth behind. Following an arduous exodus, they arrive on a new planet they call Heavngard, where they have to build everything anew. The videogame will be an RPG set in a procedurally-generated world using the custom game and world engine I am developing. I am developing everything myself from the website and engine to the art and music. I will use Nostr to chronicle its development. The feed on the home page is coming from my blog on npub.pro. image As of now, you can find early concept arts and prototypes for the different factions on the website: #introductions #grownostr
What is the difference between a Nostr address and a BTC address? Not technically but conceptually, how should I think about using one or the other or combining them? If I need to integrate user login into my application, is it best to think about using one or the other to identify users? #asknostr
Different variations of the concepts for Dragonbane statues in different biomes. image #art #worldbuilding
Another dragonbane statue. I will take this one to Krita to render in colors. #art #sketchbook #worldbuilding image