by Nathaniel | May 31, 2015 | Art, Development
I did a lot of work on materials this week. And I think I can make the auto-waterfall landscape work. This is basically the same material I showed you last week, but I had to figure out how to massage everything, and make UDK not flip out when I give it a transparent...
by Nathaniel | May 24, 2015 | Art, Development, Technical
I spent hours today working on this water material. I thought it was going to be a great idea: Instead of going into a separate 3D modeling program to make every separate river, lake, and waterfall in the game, painting the flow around every bolder, and then...
by Nathaniel | May 23, 2015 | Art
I am very excited to announce that Endymion Games is going to be drawing sprites for Himeko Sutori. I’m especially glad that with someone else cranking out much needed content, I’ll have more time for actually programming the game. Also, in the above...
by Nathaniel | May 16, 2015 | Development, Technical
In a traditional isometric RPG, switching sprites is pretty simple: If the character is moving south, show his face; if he’s moving north, show his back. That works because the player’s point of view is always from the same direction. But what happens...
by Nathaniel | May 9, 2015 | Development, Technical
Have you ever noticed how in some video games, the terrains look really… stretched? That’s a result of the way that the 2D terrain texture gets painted onto the 3D terrain mesh. When you make a 3D model in a modeling program like Maya or Blender, you can...