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Showing posts with the label Adstus Fabrica

3D Asset Portfolio

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As per usual, clicking on any of the pictures below will open them in the native 1920x1080 resolution.

Inventory system is done! Kind of!

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I don't want to go on too long about what I have just done with the inventory system, but all being well, aside from the occasional bug that I am still looking to fix, it will be done, and I can start on the game world mechanics such as a day/night cycle, a calendar, and in-game time. Whenever the player picks up an item, there is a boolean called "Show Obtained Notification?" If this is enabled, the player will receive a small pop-up telling them what item they just obtained. If it is disabled, the item will still be added to the inventory, it just won't show the notification. There is a sort button (on the mouseover) (also, custom mouse pointer!) that when clicked will organise the inventory by the enum to the left, clicking it again will trigger a flip-flop and reverse the sort (From A-Z, then Z-A) It will sort by the item's category (What order they appear in the BP_MasterItem Category Enum) By the amount of items in a stack (From 99-1, the...

AV - First Looks

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In keeping with the recent theme of AV work on the blog, I would like to finish up with a small showcase of the soundtrack, and some assets. A lot of the visuals are still a WIP and are all untextured. I quickly threw this together because I was looking to get the sound work on the blog, but unfortunately blogger doesn't allow for just sounds. There will be another post on texturing further down the line, once I am finished with most of the models. Now that I have given a good go at the AV, the blog will be a mixture and balance of Visual stuff, followed by some more architecture work and blueprints. Project Management The aim is to have the assets textured done by the 14th of April. The rest of this week (Until the 7th) will be spent getting UVWs prepared for texturing. After that, by the end of the month, I should be in a position to continue working on the game. The latter half of April will be spent getting the core mechanic of the game sorted, including a spell/abi...

AV - Asset Design, Marketplace.

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To top the day off and give the blog a little bit more attention, I want to showcase some of the assets I have been working on. Originally I was working on a more complicated asset for 2 hours every week, however I recently decided to get a lot of the smaller assets out of the way first, as I was finding myself slowly chiseling away at the intended asset list and not having much to show for it. Texturing is still quite a way off, and a lot of these assets are still in a whitebox state. The busiest, most populated level in the project will be the marketplace, which will require a lot of small assets, and a few of these I would like to show off in a blog post! Please bear in mind for the time being these are untextured save for one or two of the assets. Seconded to Crates, Barrels are an easy way to flesh out any level in almost any setting. Many games will have these be destructible or contain loot, but I'm afraid given the nature of my project I'd much rather have them ...