Travis Kirkpatrick @GameDevTravis
Working with my good friend on an action adventure game. He arts and I code. Follow along to witness the process. #gamedev #indiedev #voxel #unity3d Austin Joined July 2013-
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Got the procedural world generation working better. Time to start getting buildings and workers things to do. Updated the graphics with some sweet prototyping stuff from @DanielDiggle. Hopefully more frequent updates soon! #unity3d #madewithunity #indiedev #indiegames #gamedev
So I am writing a fantasy novel I have had in my head for 16 years. Figured I would give people a taste along the way. Here is a super short summary.
Ok last update on paths for a while. Recoded some framework to understand slanting pieces and add attribute tags like direction facing. Fixed the stretched texture and got slant path edges in. Time for something new. #voxel #gamedev #indiedev #unity3d #madewithunity
Slower week on game dev. Turns out path systems are fairly complicated. Ditched the smooth curve for more straight runs. Also paths can change elevation now though they need some polish. #voxel #gamedev #indiedev #unity3d #madewithunity
Implementing a path system. It will take some work to get a nice dynamic system, but I am happy with this start.#voxel #gamedev #indiedev #madewithunity #unity3d
Worked on code to create more distinct areas that are large and mostly flat for better play value. This allows us to create interesting areas to interact with instead of a bunch of bumpy ground. #voxel #gamedev #indiedev #madewithunity #unity3d
Tuesday Dev Session: Joe messed around with tree color variations. We discussed paths and started on some ideas. Next up is stone face ideas. #voxel #gamedev #IndieDev #madewithunity #unity3d #IndieGameDev #voxelart
Switched to an orthographic view and wow it really changes the feel. Also got camera orbit working so player can change their scene focus. #voxel #gamedev #indiedev #unity3d #madewithunity
Added rocks to make the landscape look a bit more interesting. Will have to work on the code to fit better. Zoomed out looks like the land has a disease or something. #voxel #gamedev #indiedev #madewithunity #unity3d
Added grass edges to surface pieces. Using the same neighbor system as the cube faces, I can detect a straight edge or corner. It makes things start to pop out a bit. #voxel #gamedev #Indiedev #unity3d #madewithunity
Way better elevation. Added a smoothing script to fill holes and chop juts. Less jitter and more blocky. Now to get this look to be cohesive across the entire land. Also excited to carve some paths. #voxel #gamedev #indiedev #unity3d #madewithunity
First attempt at custom elevation created some wacky mountains. It will get better. At least the perlin noise is gone though. Aiming for more blocky and less greebles. #voxel #gamedev #indiedev #madewithunity #unity3d
Totally redesigned land formation framework. It now uses a more dynamic texture mapper from a single sprite sheet. Edges are deliberately blockier. No holes or juts. Now on to better height maps! #voxel #gamedev #indiedev #unity3d #madewithunity

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