Thursday, April 30, 2020

Tavern

Pictures of the tavern, still unfinished.


Here you can eat, drink, sleep in one of the 5 rooms available, ask for missions, watch the dancers or start a fist fight. And something else that will come to mind.


The building is using a system that I use in other buildings. On the map, there's only the outside of the building, the facade. When you get close to it, the objects on the outside are created (plants, pots, etc.), and when you touch the door, the whole interior is created, partitions, furniture, lights, characters, objects, everything.




The advantage of this is that I can have hundreds of these buildings on the map with a minimal cost in performance, since only one of them is active at a time.
The disadvantage is that many objects are created and deleted, and the engine's garbage collector doesn't like that much. But for now it's not a problem.

The nocturnal lights are a real headache. The game uses dynamic lighting. The map is too big and there's a day/night cycle. So all the lighting, shadows, etc. are in real time. And it's slow.
In order to put many lights in the building, I had to turn off shadows in many of them, leaving a few, the main ones, casting shadows, and the rest with soft lights. The result is not bad.


Many objects will be replaced, I need better plants and more assets.
The clients of the tavern change every time you go away and come back. The workers are always the same.










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