Tuesday, June 26, 2012


So, considering the last post, Terrain, one of the other constantly visible things in a game is the sky. Whether  you're just getting a glimpse of it as you fight off some monsters or flying through it, the sky can be equally important as any other part visual part of a game. so of course I've gone ahead and started work on the sky system for Ruined. I wanted to follow the art style of the game, so I stuck with a stylized design.
The sky is still "under construction," but I feel like a good portion of it is working

The clouds follow the stylized theme of the game,
and move dynamically over time

Friday, June 22, 2012


One of the most important things in a game can easily be its terrain. The scale, the detail and the atmosphere it creates easily make a good terrain system a must.

So of course I've begun work on a terrain system, nothing fancy yet, I've only invested 2 days in it so far, but I'm pretty pleased with the results.

I've created a terrain editor, built right into the engine.
Features include:

  • Loading/Saving of a height-map
  • Physics, dynamic lighting... - all the features of the engine
  • Texture splatting
  • Raise, lower and smooth tools
  • The ability to paint terrain from right in the game!
I still need to look at some optimization techniques so I can be sure it runs flawlessly on the Xbox, but for now here's some screen-shots of the editor.

The terrain editor doing its thing.
Green = Raise; Red = Lower; Blue = Smooth; White = Texture Paint

Tuesday, June 19, 2012

Back and ready for action

So as the title says, I'm back! "From where?" you may ask;
I had had finals and afterward was taking a quick brake/vacation for the summer, but I assure you I'm ready to get back to work now.

A few new features have been added that still need to be tweaked before I can show them off, namely a couple of render-specific adjustments. All will be revealed shortly...