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1213360c58
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Went back to using the voxel textures I created, but set them to be 256x256.
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2020-02-15 15:42:40 +01:00 |
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6aa08476e1
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Work on the style. Now the transvoxel mesher will scale the textures (like standard terrarin engines). Update to HEADS.
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2020-01-14 23:15:46 +01:00 |
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7adabed50a
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Started reworking the graphics to a more usual colorful painterly style, because after lots of experimenting now I think that is the only style that will support the gameplay I want to create. The textures I added are from cc0textures.com. Will add proper attributions when everything settles.
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2020-01-12 14:33:17 +01:00 |
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8b153238c9
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Created a grass texture, and a dirt texture. Modified my old textures. Now the world's textures are 64x64, and the voxel scale is 2.
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2019-12-23 22:45:29 +01:00 |
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25f3e98f43
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Created 3 textures using godot-procedural-textures (https://github.com/RodZill4/godot-procedural-textures). Also the test dungeon start room now generates a little ruined structure outside as the entrace.
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2019-12-08 19:44:08 +01:00 |
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ad8c9fb653
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Work on the style.
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2019-12-07 15:54:46 +01:00 |
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3e0b247251
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Experimented with the world scale and different sized textures, I want to make the world less like pixel art. Also changed map generation a bit, but it will need more changes, as I originally implemented the transvoxel algorithm differently, in order to have proper voxel type information.
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2019-12-06 23:17:12 +01:00 |
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49752d777e
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Swapped the grass and dirt textures.
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2019-11-24 17:00:52 +01:00 |
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bca7669b17
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Added a few textures for the terrarin from open game art. They'll need to be color corrected a bit, but it's perfect for now.
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2019-11-21 00:00:03 +01:00 |
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72d9502698
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Data Part 3.
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2019-11-20 13:59:32 +01:00 |
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