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(1 edit) (+1)

Thank you very very much for playing and spending so much Time in it!

It really helped me find a lot of new Bugs to fix (aswell as some old ones reoccuring).

Sadly Adol didn't have the dialog options he should've had, which left you more lost then you should've been. Also I'll be sure to include some option to ask the Guards for directions to the Farms. 

*Edit:

Forgot to talk about the Terrain. I did the Terrain models themselves in blender, split the Island into multiple overlapping chunks, you can notice the seems between those quite easily.

For the Material, its vertex painted, to blend between different world aligned textures based on what vertex color is used. I use a bunch of different materials for different chunks/Parts, i.e. cliffs use a different one with a different set of textures then grassy grounds or caves. I'll just make sure one of the vertex color combinations ( like 0 green, 0 red, 1 blue i.e.) corresponds to the same texture if the materials share edges, so it has a smoother blend between them.

Well, glad it helped!
Oh and I don't think I was ever lost.  I could tell that the intended path was for me to go to the camp after Adol's (it's quite eyecatching from his hut), and after the camp it's quite natural to go to the pirate cove.  I guess I could've snuck in there instead of paying 300 gold if I got past that first turkey .  I just like exploring a lot, I like the enemies who can just floor you when you go to the wrong area (I might be a masochist as well as an explorer).  It's a nice way to encourage players to go certain directions without forcing them to, and I almost took out a skeleton.

>notice the seems between those quite easily
I didn't notice a thing.  This is just one of the things that are glaringly obvious to you since you made it.  Did you do the vertex painting in UE4?  I can only get it to paint entire faces for me instead of individual vertices, so I can't really use vertex colors for texture blending.

I paint them in Unreal yes. Basically my Material/workflow looks similar to 

My models have a higher vertex count whever different textures meet, i.e. pathways or cliff/grass connections, to allow blending on a smaller scale there. Since my models are pretty huge for terrain, and the brush size seems to be a value based on model size, I frequently have to turn it way down to 0.1 or 0.05 or something to only catch a few vertices or even only one at a time.