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LucasNazatoArt

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A member registered May 05, 2017 · View creator page →

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Thanks, but right now I'm not interested in it.

Thanks! Yeah, that's the plan, but you won't be able to do much, just walk around in the level haha

Small update for the project. I completed the basic layout of the area, from start to finish.

Of course there's still a lot of stuff to add, but at least the basic structure is done, here is a video showing the character going from the entrance to the exit of the area:

Also, some screenshots of the assets being used here, important to know that the texturing is not final yet:







Another update showing how the project is currently looking and how I'm masking the objects in front of the player.

Initially, the walls and floors were only a plane, and the transparency came from backface culling, but I wanted the structure to feel more solid, so I decided to add depth to the walls, floors and ceilings.

Here is a screenshot of the entrance area:


And without hiding the walls/ceilings:


Also put a zoom in and out function:


I wanted to be able to set the transparency of any object and also create a mask around the player for objects in front of the camera:



To avoid using materials with transparency in all my assets I'm using the DitherTemporalIAA node, which actually creates a mask (either complety visible or invisble), but uses a dither pattern to fake transparency.


Here is a video showing the area and the masking effect (sorry for the low quality):


There is a bit of an artefact when you're moving but it's very minor and it's worth it for the optimization.

Thanks!!

Here is how the materials and post processing work in this project.

As I said before I'm only using base color for the assets, the ground and wall textures are tiling and use a height map for the bump offset to add more depth:

You can see that there is some distortion, but it's not very noticiable, especially from a distance.

I'm also using vertex paint to add variation, the red channel for ambient occlusion and the green one to do material blending:

The material blending also uses the height map so that it looks more natural.

And last with the post processing I add the outlines and can also control the light and shadow color, which really helps bring everything together.

Continuing the updates, after looking at that area  noticed that it uses pretty much the same materials and assets, so I decided to extend the scope, starting all the way from the entrance to the throne, up to the exit to Liurnia:

Some screenshots of the new areas:


Entrance to the throne room



Throne room



Middle of the area, this is where you find the Shabriri Grape item.


Exit of the castle into Liurnia.

The throne room has a bunch of different assets/textures, so that will take a while to finish it, also there are several statues, which will be a problem as I don't have experience with it.

Here's a video of the process of updating these areas:

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This is a big project I’ve been working on for a while now. The idea was to create a playable small area of the Stormveil Castle, inside Unreal, in a stylized look and close to isometric view.

I’ll be using Blender for all the modeling and sculpting of the objects, and texturing in Substance Painter.

The initial scope was to create the exit of Stormveil Castle into Liurnia, this part:

So I started modeling some of the pieces and texturing, using post process inside Unreal to get the stylized look and outlines.




I decided to only use the base color for all assets and later added an option to add bump offset with a height map, for the walls and floor.

I’m using the red channel of the vertex color to add variation and paint the occlusion details, and the green channel does the material blending.


Hi! I'm glad you liked the maze generator.

What I would do is create an array/list with all of the DEAD_END and then try to figure out which one is the farthest away. Not an ideal solution, but maybe the easiest one would be to check the distance in a straight line from the entrance, and choose the one with the greater distance, I think you would get pretty close to the farthest one and it is quite simple to check for that.

Sorry I can't help you more, it's been a while since I programmed in GameMaker, good luck with your project!

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Hi! Thanks for reaching out.

So, for the music, you have to add new tracks, as the one I have in the game are made by someone else I added tracks with no sound, you just have to replace the files in the engine with the music you want.

As for the collision problem it might be a bug from the upgrade to the 2.3 version. I did not update the project in any major way ever since the release, so not sure I would be able to help you.

If it's not working out with the new version feel free to ask for a refund, it's completely understandable.

Wow, thank you so much!

I'm glad that I could help you and good luck with your game!

Thanks for the advice! Yeah, it was such a small project and I wasn't selling the game directly that I thought it wouldn't be too much of a problem, but I guess you're right.

I'll try to think of some other name.

This game is difficult, but really fun!

Thanks! I've learned a lot creating these algorithms, it's a really good way to get used to a language.

Thank you!

Thanks!

The fog-of-war idea is definitely a good one.  In the future I might consider adding a Play Mode with that feature.

Nice! It's really addicting, even if you're plying alone haha

Thank you!

I was actually thinking about making a "Play Mode" where you would be able to control a player character ( a ball or something) and try to find the way out of the maze, but it wouldn't be in 3D as I have no idea on how to accomplish that haha.

But I appreciate the feedback!