Saturday, October 4, 2014

The Rise of Dagon : October 4th update.

So this week started off a bit rough, I was able to complete what I thought was going to be a week long goal the first night.

I know you are saying to yourself "how is that rough?!"

We'll that means I did a bad job estimating how difficult the task was for one thing.  Secondly it means that I hadn't thought out the next item fully and wasn't prepared for it yet. That item was in fact part of last weeks update.

So Saturday afternoon and Sunday ended up being a bit of a wash from the standpoint of getting my head back on track.  I took the opportunity to relax a bit and enjoy my weekend and played a bit of Terraria with my son which was a lot of fun.

And then Sunday afternoon I had my thoughts together and sat down to program and I kid you not - just as I did so I got an email from Netflix saying that the Walking Dead Season 4 was available!

Now this was just bad news. I really try to avoid getting wrapped up in entertainment when I'm trying to program but I love this show so I decided that I would try to do a 50/50 approach. I have been doing programming for half the night and art for half the night while I watch The Walking Dead.

This worked out okay though as I needed to get some work on concept art for character portraits done.

I have Adobe Photoshop and Illustrator but I have been hoping to use Art Rage 4 as I really appreciate its natural brush feel it has.  But I was really unsure of what I can actually achieve with it so this week was a experiment in that direction.

While I did do a small set of test portraits I won't be showing them off today as I think they all need more work before sharing.

So here's a quick video showing off the level editor work that I did this week:




Changelist:

- Created new Carve class to specifically handle level editing
- Refactored all carving items out of EditorInputHandler and placed them into the Carve class. This was a big job as there were over 1000 lines of code that had to be separated in to the two classes!
- created new methods in the Carver class to delete child objects when using the Edit Square inspector panel to remove elements (walls, pillars, etc)
- did some further optimization/refactor of methods in the Editor Input handler that could be simpler due to functionality moved to Carver class
- added new class CarveBrush which will be used to make customizable carve brushes
- refactored the Carve method in Carver to use logic according to which brush you have currently selected
- added new Custom 1, Custom 2, Custom 3 carve brushes to the UI
- added new "Apply" button in the brush inspector panel, this allows you to apply the pattern in the square editor inspector panel to the currently selected brush
- added UI for toggle between "Smart" carve and "Strict" carve
- added new logic for Strict carving in the Carver class Carve method
- added new logic for Smart carving in the Carver class Carve method
- adjusted material on solid blocks for the dungeon to be a flat black material; makes it easier to see the dungeon you are carving
- adjusted the lighting used in the editor to give a bit more atmosphere and shadow to the tiles

Thanks for reading, see you next week!

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