Author: Loek van Kooten

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New minimap!

Sometimes things go easy. Like this new minimap. There was one issue when we used orthographic projection: the water didn't render and you could see right through the bottom of lakes, like they had been laid dry. This is because in orthographic projection, Unity always renders terrain on top of...

New post-processing effects

Today we launched a new demo which shows off the new post-processing effects. As you can see, we now got both the graphics quality we need, without sacrificing the frame rate we deserve! This is about 50 FPS on an i9 with a 1080 Ti and 64 MB of RAM,...

Dialogue system connected, character fade out

I have connected the dialogue system to the game world, so that we can trigger effects in said game world based on choices made during the conversation. I never liked the idea of characters standing up when leaving a conversation (the player could follow him around, trying to strike up...

New spell effects, new fog, new zones

Today was an absolute nightmare. I spent 15 hours at a stretch to optimize the game, implement new magical effects and solve two bugs with the caustics in the water. For this I spoke with three developers of modules (so-called assets) implemented in the game, who all gave fantastic service,...

Dialogue system expanded

After solving multiple serious conflicts between several modules in our game, we finally managed to get the dialogue system stable. It can now scroll, use different colors and show NPC portraits. Also, the camera zooms in to the NPC now when you strike up a new conversation.

New dialogue system

Like it or not, in RPG's you need to talk. A lot. For that we needed a robust dialogue system, which has been implemented today. There is still incredibly much we need to tweak and configure, but at least we made a small start. We also implemented dozens of character...