@dphrygian Personnally I'm sadder about the removal of ropes than destruction. Climbing a rope you placed yourself in Thief makes you feel like an explorer.
But I don't want to break your momentum of hard decision-taking :p I can relate, it's easier to spend years working on the lighting of an engine (even when you suck at graphics programming like me) than deciding "wait I don't need all that real-time GI".
@britown That's a skill to acquire, being able to stop working at anytime and get back to it later, without being haunted by what doesn't work in the meantime. I still struggle with this.
For this #screenshotsaturday, I'm bringing some finishing touches in the map of our small point'n'click game. Hopefully it can soon be added to our Collection!
There were remains of sloppy code in the loading part and entity state mangled with assets in the data of a compiled map, now switching from the menu to the game or restarting a game is instantaneous.
@grumpygamer I'm an optimist, I prefer to find out while playing that WASD is automatically adapted to my keyboard layout and be pleasantly surprised (or disappointed if it's not) than killing the surprise by checking the options.
I now have more satisfying lighting.
Some interactible objects are lightmapped now, so it's not only about finding the objects with misfitting lighting, but finding them more logically.
@sven_md Trenchbroom is a map editor for Quake-engine-style games. I'm using it to create maps for some of my games. https://trenchbroom.github.io/
Its advantage is that it can only draw convex shapes, so it makes collision handling easier, compared to creating it directly with Blender or similar.
Thanks! Most of the wooden and metallic textures were made by my partner Biiscuit with Paint during a game jam :) And the lightmap helps for the "realism".
Dragon's Dogma is one of my all time favorites and while the sequel is disappointing in many ways, man would I love to see more RPGs with this kind of open world design!
Explorable in its entirety from the get go, no activity icons, no adjusting for player's level, tons of secrets and treasures/collectibles that are actually valuable.
From recent games, only Elden Ring comes to mind. Unless I'm forgetting something obvious?
Read this article at the weekend. I adored the original #RollercoasterTycoon & it was one of the first games I played with the Spud where she was able to create something. To know that it helped launch the careers of today's park designers is just awesome.
@sven_md Most doors are sliding mostly because it was faster than rotating in the timeframe of the game jam ^^'
For the last room's walls, I reused a texture of road I had quickly made for another game, to make it feel more "secret" than the rooms with white walls.