Why and when did you choose Unreal Engine for your game? Since my game started out as a series of environment art scenes, I felt like adding a lone samurai character with a straw hat to it would fit the aesthetic. I chose feudal Japan as the setting because I’ve always been interested in Samurai since I was a kid, through movies like Last Samurai and Kurosawa films, and shows like Samurai Champloo. I plan to add subtle bits of lore you can discover while exploring and talking to NPCs that might uncover some overarching plots or backstories. I thought it was a fitting plot structure since the main character is supposed to be a wanderer. Basically, your objective is to keep traveling through the valley in search of new meaning, which could be honing your sword skills, helping villagers with their problems, or something as simple as catching new beetles for your bug collection. Instead of having the main storyline that the player is forced to follow, I wanted Rōnin Trail's story to be a loose series of side quests. Your goal as a player is to restore peace to the valley and find new meaning in your life. As the valley is still recovering from war, organized crime and bandits begin to take hold and terrorize the locals. The game takes place after a major war when a new Shogunate is established to unite the country. He must take on odd jobs and bounties to make a living. Rōnin Trail is a game about a samurai who’s lost his master and became a wandering rōnin with no purpose in life. So that's why I'm proposing this as an addon to the VXLSE functionality (maybe I can even help with it).Please tell us about the game’s story and how it evolved over time. vxl-s requres more coding experience than I have. vxl, which is a pure brainf#ck in terms of structure. vxl almost a year ago, but I stumbled on a. I tried to do some kind of a converter between. It's pretty straightforward and shouldn't be too hard to implement. The file format is basically a tree-like structure of so-called chunks with different types of content. The file format specification can be found here: You'll prolly want MagicaVoxel-file-format-vox.txt. Get it here (and also there's example renders and other screenshots): 0.99 is in alpha and doesn't support those features yet. MV 0.98 would be the best because it's the latest version that supports MarchingCubes for renderer and multiple frames. I guess majority of voxels aren't *that* big, anyway. It's unknown how it'll treat bigger than 126x126x126 files, maybe it'll open them just fine. MV works only with max 126x126x126 models, at least bigger size can't be set in editor. png palettes that are supported by MagicaVoxel. I already implemented a converter (a python3 script) of YR/TS palettes into. Works with 256 color palettes (actually the 256th color is unused, probably because it's used to represent blank voxels or smth). Support for "frames" - different models in the same file - which can be used to represent different sections Full-blown yet simple to use ray tracing renderer with support for different materials, including reflective, translucent and emissive materials (also with MarchingCubes smoothing support) that will be nice for creating cameos Very handy UI and editor controls of MagicaVoxel It would be nice to have a support for importing (and exporting maybe) MagicaVoxel's. Attach signature (signatures can be changed in profile)īasically what the title says.
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