Animated quads are just so versatile. I've mostly used them for flame and spell type effects, here I'm using one to simulate rain splashes on the ground to compliment the particle based rain:
This was set up by simply defining a static animated quad and laying it on the ground. It's not necessarily the most practical use of them but demonstrates the differing application of these visual effects.
I have support for static, and two variants of bill boarded animated quads now which pretty much gives me the scope I need for most effects. For any one who is interested below is a screen shot of how I set this up in the editor, really simple to create and apply:
Regarding releasing functionality, it's something I might consider in the future but unfortunately I don't have much free time available at the moment. What I have is currently focused on building my game engine to the point where I can construct playable levels with relative ease and I need to remain focused if I'm ever to achieve that.
In addition my engine uses it's own framework design. For any given module there is often a dependency to both my framework and other modules so it would take some work to separate this out and make them more generic! Modules will often look up items in the Config Manager and or rely on the Instance Manager to track objects created dynamically for example.
As far as your reference to the weather system is concerned though, it's not really at the level where I'd class it as a system but is based on the work Seba kindly published in this thread rain. Well worth checking out if you haven't already!
Nice progress I'm seeing here . It's always nice to know how do you progress forward
although I think if you enlarge your team a little bit you'd make a better progress can't wait to see a playable level from KOS that would be great
Keep it up pal
Thanks Candam, I always appreciate the feedback from people
It's true that progress would be quicker with a team, so long as I could find truly committed team members.
My intention is to complete the essential game mechanics and a playable level then re-evaluate the project. It would need at least a few dedicated artists (including a good animator) from that point onwards to complete the game as there is too much work for one person and I don't have the artistic/modelling skills.
I've put a lot of work in recently as I feel things are really starting to come together now.
I'm doing a lot of asset conversion/scaling which is time consuming but I need the buildings
to be fully populated now for the next level of AI testing.
Here are a couple of recent screen shots:
Misty morning patrol:
The Store Room:
(This post was last modified: 04-18-2014 09:06 AM by Pixel Perfect.)