Star Fatigue : Calerion [Dev Log 02]
Hello, and thank you for checking this post out. Since my last dev-log, I've started branching into shaders, volumetric fog, and asset modelling. I haven't opened up blender save for a few times trying to learn, and the assets I've made have been through Godot itself (each asset is modelled as an individual scene). The graphical direction I've chosen for SFC has helped in allowing me a slight grace with satisfaction towards the more (to my eye) dinky assets.
Latest Progress
As you can more than likely see, I learned how to work with volumetric fog (literally just pressing a button to enable it), as well as developing some skill on how to use shaders to implement the glass texture you can see on the right.
What's Next?
I'm going to spend the next development session or two fixing the dialogue to act in the way that fits best with SFC. After that, I'll be modelling a majority of the assets required for the remainder of the introduction scene. If that takes longer than I'd like, then I'll split off to work on GUI.
Star Fatigue: Calerion
Status | In development |
Author | Star Rodeo |
Genre | Role Playing |
Languages | English |
More posts
- Star Fatigue : Calerion [Dev Log 08]15 days ago
- Star Fatigue : Calerion [Dev Log 07]35 days ago
- Star Fatigue : Calerion [Dev Log 06]Jul 06, 2024
- Star Fatigue : Calerion [Dev Log 05]Apr 25, 2024
- Star Fatigue : Calerion [Dev Log 04]Apr 12, 2024
- Star Fatigue : Calerion [Dev Log 03]Mar 25, 2024
- Star Fatigue : Calerion [Dev Log 01]Feb 29, 2024
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