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Prehistoric kingdom
Prehistoric kingdom










Kapoks are now properly shaded from all angles. Our most recent Kapok tree model and shader: Combined with Nathan’s new techniques for creating plants, our foliage is about to start looking a whole lot better. To keep animal shading consistent across all times of day, we’ve added occlusion maps to create definition on our creatures regardless of shading or the position of the sun.Įarlier in the month, we upgraded our foliage shader to support translucency, enabling sunlight to realistically pass through leaves where appropriate.

prehistoric kingdom

Smoothing it out resulted in hand-painted areas looking far more natural.Īcting as one of the most visually important parts of the game, it’s imperative that we continue to improve the visual fidelity and shader functionality for animals in-game. Players will be able to select areas of their custom buildings and effortlessly change textures without having to rebuild the structure, allowing for easy design switching to see how your building looks in a completely different style.Īpplying a much softer edge to the affected areas, terrain painting has been updated! Lower intensities are far more usable while offering better control over terrain blending and adding an improved sense of polish to the system.Īs seen above, the recent changes provide a vast degree of subtlety that simply did not exist prior due to the hard delineation between surfaces. We’ve implemented a small texture gallery window to help make texture, color and theme switching quick and painless when selecting and working with various modular objects.īy keeping wall and roof textures contained to their own panel, materials are comfortably accessible at any time while designing - leaving more space in the object selection menu for a huge pile of pieces. Once a raised path hits a certain angle, they’ll automatically become stairs to better suit the slope.Īlthough fairly rudimentary in appearance at this stage, we are certain that many of you creative builders have already begun to think of new walkway design ideas for your future parks! Still a work in progress, Matt’s been developing new functionality for the path system elevation! Slopes galore, elevated paths take your guests to discover your park from a new perspective.Ĭontinuing with polish and eventually finishing elevated paths, they’ll receive support for edge railings to make them appear more grounded. We hope to have more news on that available soon, so stay tuned!

prehistoric kingdom

In terms of keeping the community up to date, we’re looking to overhaul our milestones chart soon to better reflect what’s being worked on and where development priorities sit in a more fluid manner - something that the previous design failed to reflect. Apart from addressing issues with the modular grid, support for new materials has begun to work its way into the game thanks to Mau’s automated setup procedures and Nathan’s exceptional patience in texturing new pieces. The team’s been up to a lot of great stuff during December whilst tackling the usual engine headaches. Though the holiday season has now just passed there are quite a few goodies to discuss and showcase in this month’s DevLog! With a handful of artistic treats and programming gifts, the team's been hard at work spreading festive joy to all the good little critters of Prehistoric Kingdom in time for the new year. Welcome to December’s development update!












Prehistoric kingdom