#NVK news: Support for DRM format modifiers has landed & will be part of the upcoming Mesa 24.1 release It's last piece required to support GameScope and is important to making Zink+NVK a robust #OpenGL solution. Read more: http://col.la/drmnvk#NVIDIA#Vulkan#OpenSource
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!
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.
@guntha Is "Trenchbroom" its gaming-title or rather a software like for Sims to 3d-shape objects, some do use (or 'used') "Milkshake", I guess as vectorprogram in coding
nice wooden objects in your game, the different nuances in many brown-based stuff, but still looking realistic (especially corners or edges between walls 'n the ceiling)
@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".
@guntha I adore the bookshelf's idea &slidin doors ...like in japan-buildings?
also the first gate with metal-audio, while the last screenshot's walls look quite "copypasted" to each other, less gaps or broken pieces, no rodent that tried to chew through - btw: which matrial are those layers' walls there?
@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.
layer tiles now can be manipulated, it creates, modifies or erases layer tiles after click is released
layer image size is infinite thanks to tiles #opengl#indiedev#gamedev#opensource
@davidrevoy i'm using 32x32 and as a bonus there is an optimization to save memory where if all pixels of a tile are same color it is stored as one pixel (red tiles from visualization)