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Tags: Ctrl Alt Ninja; Druidstone: The Secret of the Menhir Forest
The previous development updates for Druidstone have chronicled its rapid transformation from roguelike to a more conventional sort of RPG. Today's update, the first to be released after Ctrl Alt Ninja's summer vacation, lists a few more changes that have been made to the game that didn't make it into the last update. The most visible among these is the shift from a top-down to a pseudo-isometric camera perspective.
Summer vacations are over and we are working hard on Druidstone!
Before the summer vacation we had quite a productive week. Some of the contributions were already mentioned in the last blog update, but a couple of things did not quite make it to the blog post.
First: we implemented grass rendering. What a difference does it make! My desk is facing away from the window, and of course we keep the window blinds closed like proper geeks do. To calm my nerves and induce lucid dreams of childhood summers in the Finnish forests, I can just stare at the wind blowing through the Menhir forest. Aah, lovely, I can feel my blood pressure dropping!
Second: Petri tweaked the camera angle a bit. It’s not exactly isometric (or axonometric), as it has perspective projection, but the world is now rotated 45 degrees around the vertical axis. This makes it possible to move the camera a bit closer by default, which brings out the detail in our models, making everything look great. But don’t trust just my word for it, see the screenshot down below.
After the vacation, we have introduced a bunch of new monsters, restructured the whole game – acts are gone – and rewritten artificial intelligence. But more about this later!
It looks like the UI is a bit less tablet-y now too. Good, good.
The previous development updates for Druidstone have chronicled its rapid transformation from roguelike to a more conventional sort of RPG. Today's update, the first to be released after Ctrl Alt Ninja's summer vacation, lists a few more changes that have been made to the game that didn't make it into the last update. The most visible among these is the shift from a top-down to a pseudo-isometric camera perspective.
Summer vacations are over and we are working hard on Druidstone!
Before the summer vacation we had quite a productive week. Some of the contributions were already mentioned in the last blog update, but a couple of things did not quite make it to the blog post.
First: we implemented grass rendering. What a difference does it make! My desk is facing away from the window, and of course we keep the window blinds closed like proper geeks do. To calm my nerves and induce lucid dreams of childhood summers in the Finnish forests, I can just stare at the wind blowing through the Menhir forest. Aah, lovely, I can feel my blood pressure dropping!
Second: Petri tweaked the camera angle a bit. It’s not exactly isometric (or axonometric), as it has perspective projection, but the world is now rotated 45 degrees around the vertical axis. This makes it possible to move the camera a bit closer by default, which brings out the detail in our models, making everything look great. But don’t trust just my word for it, see the screenshot down below.
After the vacation, we have introduced a bunch of new monsters, restructured the whole game – acts are gone – and rewritten artificial intelligence. But more about this later!