Sunday, May 11, 2014

The Rise of Dagon : Weekly update May 11, 2014

 Hello, this week's update is a little shorter than last week. I've had some sort of flue the past few days over the weekend and it really hit me hard.  I still got some things done earlier in the week and  been contemplating some changes..

Firstly I continued to build out an initial alpha prototype dungeon. As seen in the first screenshot I started adding some small bits of visual decorations as the wall bracket seen to the left here.  Its not textured as nicely as it will be eventually but at least I got the model in.


Next I took a little bit of time and polished up my movement code. The screenshot here depicts a black and grey checked grid that I used to test to make sure it was moving me exactly where it should be each time.  

The blocks seen at the edge were an asset placement test to see how I'm going to implement arches/pillars and how they will look when you are in any particular square of the grid.  

I was concerned about having them either improperly obscure the players vision or be too 'thin'. Oddly enough It worked out exactly as I was hoping it would the first time!


Next up we have the big news of this post which I honestly would like to discuss a LOT more but because I'm sick today I'm going to just give a teaser and I will explore this with you in more detail next week and that is I decided to try UE4 (Unreal Engine 4).

What spurred my decision was Tim Sweeny modified the license terms to not charge developers for the first 3k of revenue each quarter.  That being the case there were only 2 potential barriers.

Barrier 1 "Sunk Cost" :  What this basically means is perhaps you've invested too far in to a certain platform or technology that you shouldn't consider making a change.  Or you paid too much money for it etc. One great example of too big of a sunk cost to change was  probably Duke Nukem Forever. There were several times they should have finished what they started.   Being as I'm only in my 3rd week here the risk is extremely low.

Barrier 2 "Technology growing pains" : Again here I felt the risk was relatively low. I've been using Unity for less than a year and I had used Unreal in the past for some modding. I  decided to replicate the work I've done so far in the Unreal engine and it only took two evenings to get this new shot you see below.



It looks really nice if I don't say so myself!

So I've created a screenshot comparison between the Unity version and the Unreal version -- the only thing I'm missing is the wall sconce with fire sprite.  Also I didn't align all the textures exactly the same I can see now.

Hopefully for next week I can get the torch/fire in and then have a better aligned comparison and talk about my findings and if  I'll be making the switch or not!


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