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Tuesday, April 4, 2017

Forest.


Whats special about the grass is that unlike the other models (trees etc), they are generated in-engine via a new tech. The obvious implication is that the same technique can be applied to other models too for the eventual fully randomize terrain! The second advantage is load time. The current forest model is very large due to it need to "repeat" all the data for all the trees and such, so there will be a significant reduction in file size once I get around to apply the same tech for trees.

But I think that enough for the environment for now. Still need to get the side-view beat-em-up working. Fortunately, most of the hardwork is already done in Team Mode so just need to do a couple more things to get it up and running: a new camera mode, spawning/despawning and stage transitions. In the first build for Adv Mode my aim is to at least replicate Endless Mode functionality of infinite RNGed opponents.  And the good news is that it wouldn't be that far away!



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