Just something I've been working on...I was really waiting before posting anything because there's not much to show..working inventory and some animation is about all that is really going on ATM..still no spells or combat implemented...so it's still conceptual.

updates this week, today being the 27th of june 2021 here I'm showing some issues with z-sorting for the pine trees.

here is my pie menu, just for potions, so they can be used simply and quickly...and I guess this is the first image I have of night time...it gets very dark.

here is my current work on the goblin..one of my goto encounter monsters. I talk more about this further down in the thread.

Looking real nice so far, keep up the good work!

That's good, only the sword is a little too big.

@Hippo Thanks..nothing is set in stone graphically. @magicus Yes, it is. I use the same model for pick-ups(items in the world) and I found that it worked better(easier to click) the larger it was. I can change it's scale when equipped..but I'm nowhere near worrying about these things. I'll keep it in mind though.

@justinbarrett said: @Hippo Thanks..nothing is set in stone graphically. @magicus Yes, it is. I use the same model for pick-ups(items in the world) and I found that it worked better(easier to click) the larger it was. I can change it's scale when equipped..but I'm nowhere near worrying about these things. I'll keep it in mind though.

Clear. Good luck!

5 days later

Uploading a video, you know, just to squash anyones hopes of this being "amazing"...wait...what? no one thinks it's amazing?...fair enough :) be warned I talk about a lot in this regarding story and world building, plus showing a few bugs... ofc, none of that matters, because the audio didn't record... :) EDIT: I'm uploading another video...that has better cropping.

I'm super impressed! Did all this one your own?

6 days later

Yes, doing everything myself. I do have some audio tracks one shots for anything from footsteps to drawing the bow, which is what I did today(that and fall damage). Slow and steady..not always a lot of time to work on it, but I try to keep churning through things in my head even if I am not on my PC(like when I'm at work or something)... I started running into issues today with collisions...thinking I need to go back to 3.2 to see if that fixes the issue. It literally started after I tried to use the new cylinder collision shape and now I can just walk through static bodies...but here is a small screen, still in early dev. Might do a video tomorrow. I need to see first if I can get audio to record.

8 days later

Finally getting to work on enemies and combat, there is still a lot of back and forth I will need to do to get the combat right...I always dread importing and setting up characters...knowing I will need to do it about 3 times before all the animations are correct...scribbling down the node hierarchy and re-setup..such a PITA, worth it.

so here I have my first "true" enemy. The goblin. I like to use goblins since they are very scalable..they can be in packs, singular, intelligent and use magic or just plain stupid.

I've also, in preperation, added a simple pie menu...mmb to activate and siply move the moue over the potion to drink it. It closes when the mmb is released and the mouse always centers to it when activated. No stumbling around for a hotkey in combat. Sorry, the image is a little dark..still playing with the day/night stuff..very WIP.

after re-watching this video I realize my z-sorting issue is probably related to faces being overly parallel to one another, and adding some more geometry and slight deformation *should alleviate the flickering. BUT! if anyone has advice, I'm open to it.

Not sure about the depth issue but it does look like it is kinda affecting the shadow pass?

The goblin model looks fantastic!

@Megalomaniak : I figured it out...it might be unexpected behavior..but the issue was that some of the fringe pixels were only partially opaque. I fixed it in gimp, as the "clipping tolerance" slider didn't actually help. I also added some geometry and offset the verts a bit using a fractal subdivision in blender.

@Hippo : Thanks, I still have a lot to do..game is still very buggy and the goblin itself needs a few different variations + animations.

4 months later

Ok, I know it's been a while...we all know how it goes..but my overtime( my day job) is starting to simmer down giving me time again to work on this. I never stopped actually...it's just, when you don't have adequate time to do something...it generally just turns into tinkering....anyway.. I've implemented lockpicking and a simple chest system. added/changed the icon textures that I made myself.. worked on enemy ai and simple pathfinding...still working on this...works fine, but needs polish and started to change the look in general. I really like the old style I'm aiming for..I'm posting an image but I just kinda threw a bunch of stuff together..still texturing a lot of things. No actor skins yet either.

13 days later

Can you tell me what kind of program you used to make graphic for that 3D project? Blender?

I'm fairly certain he uses blender, yes. Unless there has been a recent change in that.

Yep, blender, gimp and some cakewalk(daw) and ofc old version of audacity. here are some more recent screens...the first two are just me checking out the moon, wearing two different armors and the last is literally me reworking parts of the castle. It ended up being more work to texture the old models than it was to make some new ones and texture on the go...the way I am using the atlas(seen in the uv editor). EDIT: ignore the NPC in the second screen...just a test, "nothing to see here"...really. :)

9 months later

So this is what's going on...I'm still doing this...slowly, albeit, but it's still happening. I'm currently finishing up the starting area quests...after that I need to focus on a menu and save/load system...because it's going to get difficult to test quests later on if I have to run through the entire game..lol
Here are some random images(collage) of the starting area and in game map. The map was just implemented and since I was using it also as a quest tracker(by mousing over the icons) I kinda needed it...slow and steady.

Excellent work! 👍️ I'll keep an eye out for progress.