![]() ![]() Of course, the final optimization run will be done once the game is fully finished content wise, but I also don't want the game to chug during testing! Check it out (along with some more great music by Micamic) in the video below!įinally, having finished up the neighborhood and lit it up with some Realtime GI lights, the next step was to focus on improving the performance. Plus, it allows me to add some beautiful skies and clouds to the game. It also pushes up the lighting quality up a notch! I may add some more if possible!Īfter that, I went and got myself a plug in for the skies and the environmental/ ambient lighting system (Enviro Sky and Weather) which will help me change the time of the day during run time in this scene. I've tried to add as many details as possible - wires, AC units, pavements, gutter covers, transformers, water tankers, satellite dishes - things that really make the neighborhood identifiable as set in India/ South Asia. This area is of course, also inspired by the kind of places you'd see in Goa, while also maintaining some of that Ghibli flavor I've tried to have in the game from the beginning: Here's some pictures of the neighborhood under construction. But I really loved creating the little neighborhood, and it was a great learning experience! ![]() I must admit, I got a bit more ambitious with this part than I'd planned. While you can't really explore the neighborhood, it was important make the bits that are visible realistic and believable, in order to make the atmosphere feel cozy and lived in. With Sid's house (mostly) completed, the next step was to make the backdrop. So first of all, here's a stop motion video of me building the house, set to classical music, because why not? It isn't something I'd planned for any specific reason, it's just the place that I saw while imagining the game's story. The design for the house is something I've had in my mind from the beginning. Of course, if you'd rather see the house when the game is out, then maybe skip this devlog. ![]() Sid is back home for the party that we've been moving towards since the opening. We're now at the final scene - Sid's house. True to the themes of Forgotten Fields' story, gathering momentum and and keeping work going at a steady pace can sometimes be really difficult, and - for me - if the core development work isn't flowing along at a quick pace, writing devlogs/ marketing etc becomes lower priority and falls by the wayside.īut having kept up development through this slow period, I now have a foundation of the new bits and can sprint through the remainder of the game - because there isn't much left! It's been a long while since the last devlog. ![]()
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