My mountains looked made up, so I borrowed real ones. The ridges round the valley are shaped from Norway's 1 m laser survey: Hurrungane, Romsdalen, Lyngen. The big peak is Stetind. Terrain data: Kartverket, CC BY 4.0. #gamedev#GodotEngine
Her hair was sixty waxy tubes. Now it's about a thousand strands, combed away from the parting and grown against her real collar and shoulders. Then it went from platinum to golden blonde and got its waves. #gamedev
Swapped the white picket fence round my grandmother character's garden for one of old silvered logs, modelled in Blender. Hewn posts at the gates (her gloves still lie on the cap), and a pole gate that Aurora pushes open on her way in. #gamedev#indiedev#b3d
It's really interesting to see how people make Three js video games with AI, and make it really look and play incredible. Meanwhile I am using Godot / Blender / Gaea, and have spend well over 200 hours, and it's not even close to the quality of a three js game.
But I've got the stronger tools however.
Inside the cover of Grandmother's field notebook: “Do not read this, Aurora.” And under it, later, in pencil: “(Oh, go on then.)” Twelve handwritten pages, and you can turn every one. #indiedev
The wood in the house looked pale and flat, and a stronger picture filter only hid it. The wood itself was fine. The light was wrong.
Two thirds of every room's brightness came from light bouncing around, and only a third from the flames themselves. Light that comes evenly from everywhere casts no shadows, so the logs, the beams and the boards had no shape.
The flames now carry the rooms and the bounce only fills in behind them. A chair throws a shadow across the floor again, the beams sit dark over lit walls, and each candle has its own pool of light. Two faults were hiding under that. Lamps lit the floors above and below them as if there were no floor between.
And a lamp that had gone out of view lost its share of the bounce light when it came back, so a room looked different depending on where I had walked before.
Both are gone: every storey is lit by its own flames, and a room looks the same every time I enter it. From outside, the house glows in the night as it did.
The map on her study wall is drawn from the game's real terrain, in her own handwriting. The red pencil marks where she saw the troll when she was nine. In Chapter II you can walk there. #gamedev#indiedev
You never meet Aurora's grandmother. She's away tonight, so the house has to tell you who she is: forty years of troll research pinned to one wall, with red thread from every pin. #indiedev#gamedev
There's a spider in the studio window. Look at its web and it runs along the signal thread into its corner. Look away for a few seconds and it creeps back out. #indiedev#GodotEngine
The wood in my log house looked pale and flat. The wood was fine. Forty candle flames were shining straight through the floors, so every room was lit from above and below. Now each storey lights only itself. #gamedev#GodotEngine
Aurora's cabin used to be one room. Now it's a three-storey log house on a bluff above a fjord, and every log, stone and floorboard is laid by code when the chapter loads. No modelling program. #GodotEngine#gamedev
@unity3dvfx Game name: Aurora - Scars of the Wild.
Genre: advanture
PC game
Currently in development!
Trailer drop on Monday!
Follow me if you like to stay up to date!
My first game. Chapter 1. Devlog.
Creating the starting level of Aurora - Scars of The Wild. Chapter I's one-room cabin becomes a three-storey home of logs and fieldstone on a bluff above a fjord, on an autumn night under the aurora. #indiegames#gamedev