Lighting is so much better now!
Awesome work my friend ![]()
Lighting is so much better now!
Awesome work my friend ![]()
On terms of lighting, is it just a matter of compiling with different settings/trigger a better light calculation, or you have actively done stuff to improve it? I mean from what I know the light is dynamic, so you'd expect to get very dark indoors while before they looked like light was bleeding through/as if "fullbright" was on.
Would you be able to briefly explain since I haven't seen how this engine works.
Quote from blackdogOn 5/14/2018 at 11:17 AM, blackdog said: On terms of lighting, you have actively done stuff to improve it?
Yes of course ![]()
The earlier pic you mentioned about indoor lighting was basically a bare early WIP in terms of lighting as I hadn't done any work on it up to that point, except for the env lighting (sun light).
In the newer pics, I have added dynamic lights, env probes, light dimmers, and tweaked the indoor lighting and soft shadows.
Mind you, this is still a WIP as I'm continuously working on and improving lighting among other things (The indoor lighting/shadow is even additionally improved in the recent map build)
Summer Progress Update
Hey everyone
Been away for almost 2 months and haven't posted any updates to this thread/WIP since early May. Work slowed down to a complete halt during all the month of June since I was very busy in real life, and Summer started ![]()
However i did a lot of earlier progress during May and in the 2nd part of the current July month; development is still going on strong and steady.
2 fully scripted side quests have been implemented (with a possible 3rd one being under planning/prototyping) New custom dialogs with custom audio New areas added The 2nd major part/area of the main quests is under detailing/first art pass Extensive work done to create new indoor locations for exploration and side quests First lighting pass and tweaks A lot of manual fine tuning to the nav mesh to make sure volatiles and virals can chase you pretty much everywhere in the map ![]()
I will soon move on to create the 3rd and last area of the main quest where the events leading to the grand finale will take place. I'm trying my best to make each area look unique while maintaining a coherent theme throughout the campaign.
A fresh batch of screenshots:
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More terrain forming, water towers and ziplines fun.
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One of the new NPCs in the main quest
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One of the side quests that the player gets from the sanctuary.
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As I mentioned before, work has resumed so updates should be more frequent as was the case before the break.
Stay tuned, the light at the end of the tunnel is starting to show.
@Radu just to let you know that your earlier suggestion to make the football field fence fortification as a side quest, is being currently implemented ![]()
the kids are gonna be happy
Quote from will2k16 minutes ago, will2k said: @Radu just to let you know that your earlier suggestion to make the football field fence fortification as a side quest, is being currently implemented
the kids are gonna be happy
Haven't played Dying Light, but I might just get it to try out your campaign when it's done.
A dark underground warehouse you say? What could possibly go wrong?
New areas, part of a side quest that takes the player through and beneath a pet food factory in the countryside.
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Bonus pic
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September progress update - fresh batch of screenshots
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From the few hours I've played dying light this made me think this was the official map at first for some moments. So amazing to see this hard to give any criticism of any kind. Then again I'm still a bit new so my eyes are untrained.
Quote from trevor13 hours ago, trevor said: From the few hours I've played dying light this made me think this was the official map at first for some moments. So amazing to see this hard to give any criticism of any kind. Then again I'm still a bit new so my eyes are untrained.
Thanks.
My aim is to have this custom campaign feel like a continuation of the main game in terms of visuals and story/quest.
Spicing things up and implementing dynamic weather variation/change:
Storm/heavy rain
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Cloudy/overcast
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Clear/sunny
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Hours logged on the developer tools: around 800 hrs and still going ![]()
Wow, that’s a lot! More than I played CSGO lol ?
You progressed apparently so quickly that I would have never thought you spent all that time developing.
Wish I had the game to play test your campaign ?
Gas prices are gonna go up
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Bonus pic
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Third and last part of the campaign is underway.
A vineyard and wheat field in the countryside
The third and last part of the campaign is progressing; most of this last map is still barebone WIP but some parts are starting to come alive.
I'm also creating some custom materials/textures with proper blending masks to be used on the terrain. A new side quest is also under planning.
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Fall/autumn update
The 3rd and last part of the campaign is progressing steadily. Most of the new areas are being laid out, blocked, and fleshed out. Scripting the final quest is also making good progress.
No solid ETA yet but I'm pushing to have it ready the soonest.
Here's a fresh batch of screenshots showcasing the new WIP areas.
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A functional highway system is being built with proper exits, ramps, signage, barriers, tunnels...
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One will need the local pharmacy when shitting their pants after a night encounter with an alpha volatile ![]()
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inspires me to switch from the limited source engine.
But overall, love the screenshots that are showing up. Great use of detail and each image looks professional!
Quote from sethenOn 11/29/2018 at 2:15 AM, sethen said: inspires me to switch from the limited source engine.
But overall, love the screenshots that are showing up. Great use of detail and each image looks professional!
Hey thanks, nice to see you here on the core ![]()
Once you move on, Source becomes a tedious chore if you ever decide to come back
Major winter update
Substantial progress on this WIP as many new areas are being developed and fleshed out. Development is going smooth and some serious amount of time is going into this project; I can now see the light at the end of the tunnel (dying light pun intended)
New screenshots incoming (still WIP)
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