Thanks for the progress pics. Really impressive architecture. The scale and lighting works well. These are seriously gothic looking dungeons. Will be interested to see how the transition is made from above ground to below.
Ill make a video soon. I wanted it all to be seamless, so instead of going to a portal and "teleporting" into an underground level, you just walk up to the ruins and go down the stairs or ramps and enter the underground. This took a LOT of work in generation and managing performance. On another note here is a video of the underground in progress - here im testing teh night, and the procedural grunge on the walls. It takes a lot of testing and then finessing then back to testing then finessing, but slowly its coming together. This is running on my 2018 iPad Pro.
Statues are a big part of fantasy worlds and ive always loved oversized ones. Looking at the bottom of the fairy statue screenshot you can see me standing which gives you an idea of the scale of each room.
You can control Depth of Field and bloom to get some nice photographic effects. There's also a full set of instagram style filters to play with.
Truly a lovely piece of digital art. Always amazes me when i play it! thank you for sharing its beauty with us!
Thanks for saying that Im working on dungeon traps now - its just to add spice for now but builds the foundation for populated dungeons that come later. I also just added a focus mode that slows time. Im getting closer to shipping this update and I am excited to release it.
OK im very excited to be adding pools to teh dungeons, because I love water in games, and ive been doing a lot of technical behind teh scenes stuff to get to the fun stuff
Thats really nice to say - thanks Its a lot of fun because im building out different kinds of dungeons and atmospheres. its nice to have some man made stuff alongside the open world nature.
More holidays from the Holiday Chest Diya lamps for Diwali, Jack o Lanterns for Halloween, and a classic tree for Christmas.
Wilderless procedurally generates names for each dungeon. I'm using the same technique for the citizen names too.
Man, this looks dope. Never picked this up before. All the best with it. ETA on this update? Debating on getting it now or waiting for the update to go live.
Either way is cool because the update is free, and although I can see the end, I think I have at least another 50 or so hours of work to do on it. I think this update 1.6 adds a lot to the world, like the dungeons and ruins and a lot of smaller things - its subtle I some ways, but its all boiling the framework, building towards my end goal Here's my notes for whats coming in 1.6 **New** - Dungeons and Ruins - Return to dungeon entrance button - SPlash screen Optimize button with Low Memory Mode - less detailed terrain save memory - Optimize - Tree density slider - House painting color and house vine color picker - LAndscaping flatten terrain around dungeons - Lumino Flame companion for player underground / Also in action wheel - Meditiation Mode - slows down time, in Action Wheel - Fixed terrain texture graininess - New Weather system - smoother blends between weather types - Weather interface - updated options + removed humidity - Weather types can be skipped Added debris/dust to weather types - Current Weather type name displayed in Weather options - Weather can be edited when dynamic weather is enabled or disabled - Added support for 2021 iPads / iPhones - HUD options - show/hide dinged markers - Context buttons - pop up near various items allowing you to interact with them - Context button can be positioned to left of screen or beside jump button - Interactive items have icon dot - Flames/fireplaces, torches can be lit/extinguihed - Updated Home - larger, new decor - Animation updates, faster horse, new player jog - Updated underwater effect - Dynamic, bouncing hair + new hair options for player - Witches hat - Dynamic hair - SPlash screen redesign - world size can be directly selected here - New music - Player slows down when inside house - Holiday box with holiday decor in house: Diwali, Hanukkah, Christmas and Halloween - VAriable Procedural noise added to dungeon and ruin texture coverage (snow, moss) - Updated Shelter UI - Moths for some lights - Updated environments - new trees, grass and flowers I south and center - Updated climate zones to work with different size worlds - More game customization options - Windy vines - Wind “trails” lines off by default - Ambient Occlusion for dungeons - Lily pads use wind - Mirror in house (experimental, newer devices, toggle in options) - Added world size to saved memories/moments - Shrooms wont enter house - Scary emote scares shrooms - Fixed performance slowdown when northern brown bushes are close by - ios 11 minimum - Rock shelter aligns to terrain - 1200+ small bug fixes and updates Note: Procedurally generated text available only in English due to grammar complexity
Wow. Yeah that is a lot for the 1.6 update. Keep at it. I know this has a lot of settings. I have a Iphone 11 pro max. I guess the default settings is a good start?
I think so, I guess for each phone but I think I start an iPhone 11 at high(but not ultra, I cant remember) - what you can do is on the splash screen goto top left options and in there turn on SHOW QUALITY OPTIONS. Then this will force show the quality presets the you start the game and you can choose higher or lower. Or just let the game choose for you and you can go into the options anytime and play around with them. On each option screen there is a reset button top left t reset all the options in that one screen if you feel something is screwed up, and you can globally reset all quality settings in the game in OPTIONS-SETTINGS-RESET ALL if needed. Also coming in 1.6 - you can sit in the branches of OAK trees
Dear Robert, I am pleased to announce you that last TestFlight version of the game finally works on my poor iPhone 8, obviously with every setting set at minimum. Even at minimum I love it, what a wonderful piece of art! Thank you!