The depth sorting in this shader still only works well for hard-edged cutouts, but you can mix cutouts with smooth semi-transparency in the alpha channel, and any rendering glitches will be restricted to only the semi-transparent parts. This is a huge improvement over having those rendering glitches apply to the entire model, and hopefully my explanations give you a full appreciation for the tradeoffs being made.
I finally started on the 3rd edition of Unity in Action at the end of last year, so between that and work I don’t really have much bandwidth lately for any other projects. I haven’t abandoned Eschatown, but I’m probably not going to do any work on that game until spring. At that point I’m planning to quickly wrap up the art (especially character sprites done with Character Creator 2D), and then release it.
Short update post because Merry Christmas! Lots of work on various side projects of mine, but the only thing of note for Eschatown is that I discovered Character Creator 2D. I purchased that tool and hopefully I can rapidly create a bunch of character sprites that way, as opposed to the vector dude I mentioned previously.
This version is still very early and rough, and very few sprites are in the game so far. However the writing and systems are pretty far along, so we are testing balance with this prototype. Let me know what you find!
The graphics in this RPG project have definitely leveled up this month, so I have screenshots to show off. Also, while the game itself is still unnamed, we came up with a studio name: Midhaven Games! I went and registered an account on itch.io
I’m starting to flesh out the graphical interface for my as-yet unnamed RPG. At this point I’ve implemented pretty much all the systems for the game, so tying everything together with a cohesive and attractive interface is my next main challenge.
For example, this animation shows off equipping weapons. First I go into combat before equipping any weapons, and you can see both my Attack stat and that there’s only one action option at the bottom. Then I equip an assault rifle, and you can see I now have a Shoot option in combat.
I’m now over a month into the basic RPG I mentioned in the last post, so a bunch of systems are in place. In my last post I talked a lot about the narrative system Ink, but this time I want to get back to what is a frequent topic on my devlog: procedural generation of maps. Here is what I came up with for the map of city regions:
(The weird batches of horizontal lines are actually lines of text. That’s just to test applying textures to quads strewn about the map, and will eventually be replaced with images of buildings and trees.)
Last month I mentioned a shading trick I was going to try on my old Phantom Organ Player model, and in this post I explain how that worked out. In addition, there are two obscure but cool tips I’ve learned in Unity, one of which may prompt me to return to a past game idea.