Weekly Update (Feb 5, 2016)


  • Traverse Team

    Hi guys, here is a clip of initial planet design. You'll see a brief overview of some of the tools, like painting noise onto terrain, foliage placement, snow and road in action.

    https://www.youtube.com/watch?v=Igb6kKdJ69w



  • :open_mouth:

    Mountain placing tool looks very well made. In alot of games that aspect was alwasy a chore. Here it seems very easy and provides amazing results.


  • Traverse Team

    @Liriel said:

    Mountain placing tool looks very well made. In alot of games that aspect was alwasy a chore. Here it seems very easy and provides amazing results.

    Thanks!!

    That tool allows you to chose quite a few parameters, type of noise function (perlin, voronoi, billow, ridged, terraced perlin) and a number of parameters each.

    You choose also if you want to 'fill' (only adds on top of terrain, doesn't dig holes), or to 'dig' (only digs holes, doesn't create hills) or 'both'. In the video, Aztar was using 'fill' to add perlin noise, on previously mostly flat, low scale, high frequency 'voronoi' function. Edges from the radius crossblend with existing height, so it doesn't look artificial.

    We don't want to force people to work out how these functions are constructed -- you get the sliders so you can just play around until you get something you like.



  • Yes the biggest problem is to make it look natural and easy "on the fly" to build. Can't wait to see more of this. I already got few ideas to make mountain fortress... :grin:. I would love to see how you guys deal with light sources/effects.


  • Traverse Team

    Lights are quite a challenge since we can't use any of the Unreal Engine's light baking functionality -- everything in the game is dynamic.

    To 'darken' indoor areas, we came up with a way detect that we should reduce ambient light.

    When player places lamps indoor, we currently use unreal's point lights, but we plan to replace them with something cheaper (for low end video cards)



  • Amazing! as I said, hype growing everyday! ^_^ Great job



  • @xulture said:

    Lights are quite a challenge since we can't use any of the Unreal Engine's light baking functionality -- everything in the game is dynamic.

    To 'darken' indoor areas, we came up with a way detect that we should reduce ambient light.

    When player places lamps indoor, we currently use unreal's point lights, but we plan to replace them with something cheaper (for low end video cards)

    Awesome to hear. Will there be ways to trigger lighting events to occur in our worlds?


  • Traverse Team

    @MassivelyIndie Yes we intend on adding triggers for lights :bulb:


Log in to reply
 

Looks like your connection to Traverse Community was lost, please wait while we try to reconnect.