LillyByte
@lillybyte
I was content generalist for 30+ years; owned small businesses in a little bit of everything, now retired/disabled. 3D artist, anims, programming, audio/video, photography, etc. Anti-corp and anti-billionaire-- we all do what we gotta do, but we still "do"
Made some nice improvements to the desert biome... The desert looks more like a desert.
US trying to sanction Canada for wildfire smoke crossing the border. Okay bitches... can you prove who owns what smoke?
I want biomes to have configuable environments, suns, and effects... so like... deserts can have blazing suns with firery coronas and heatwave screen effects.
Placeholder mesh with placeholder slimes on an epic journey through a procedurally generated Hellscape... with placeholder everything. There is sooo much modeling, texturing, animating and biome work to be done to make all this to eventually feel like a game... for several different biomes. 💀
Ignore ugly placeholder... adapted lobby preview map to an in-world minimap. I don't like minimaps that persistently live in the corner, and I wanted as much of the game UI to integrate directly with the gameplay. So, players will carry "projectors" that project the minimap in-world.
Slowing down my own engine work a little while I work on a game in Godot 4.7 with someone... seems like it might be capable for the game. Anyway, here's the first iteration of the procedural, terrain generator for the mission map. What's the game? We'll all have to wait and see, I guess.
Finally back to the point where I have a basic renderer again, lol... still no PBR, lights, etc.
I've been a few weeks working on the UI now. But, I'm finally at the point where the UI is fully usable. This version is way more modular than the initial prototype. Also uses a rolling GUI action queue... where GUI actions, for any element, can easily be read globally or (optionally) local only.
Working on getting the error checking working for the scripting language...
Meanwhile, here in reality... on Steam is where Linux is *most* prevalent in the desktop gaming market... and isn't even 5% of the market.
My Engine UI is getting there... good enough to make a spiritual Norton Commander as a built-in tool for my engine. Pretty sure this week will be finishing up UI features so I have a complete tool kit... still missing tabbed panels, sliders, and tree views.
Finally got the newer, base GUI system up and running... it isn't pretty (yet), but it is functional. I added (optional) rounded corners and drop shadows just because. It supports color themes, but not yet graphics themes... that is a future Lilly problem.
Okay, you see this dumb ass right here? This cat... coughs up a huge furball on the floor... and before I can get the things to clean it up... SHE EATS THE COUGHED UP FURBALL. If there were the derp of derp cats, this MFer right here is the derpest.
Having a 'pixel art' and soon-to-be 'anime renderer' built in as first class rendering options is the height of stupid level bullshit. Why? Because ain't nobody got to suffer but me.
The GUI Widget Editor is coming along though... I really like the click, drop, resize, etc. And in later revisions... buttons and controls that need it will have built in animation functions like image animation support, shake, scale, fade highlight in/out... things game UI should have by default.
I'm alllllmost to a point where I am happy with the pixel outlines... but, some cleanup needs to happen on the inlines. And then, I need general tool settings for the surfaces and shadows.
I think I'm just gonna make this as a "catch all" styler than just a renderer for pixel art... Want a specific look? Click a check box, adjust some numbers for pixelization, how outlines/inlines are created, etc. Just need to get some toon/anime shading options in there for fine-tuning.
I was playing with the 3D pixel renderer that's built into my game engine (as a first-class citizen of the renderer)... was fiddling with numbers and made this look pretty cool but not pixel art, lol.
It is at a SUPER simple stage right now... But, I have the "beginnings" of the material editor for my game engine.
Lights and shadows are not going as badly as I thought they would. Ignore the model... I made it during a Twitch stream years ago. 🤣 Real-time multiple crossing spot lights, and a soft directional light... acceptable shadow casts. This is a 2 K shadow map, though still looks alright as 1 K map.
Same model as previously... up to 4 city models now and still within an 'acceptable' frame budget for my uses.
My game engine now has a prototype GUI designer. I need to smooth out the rough edges, fix some clipping rects and what not... but by the end of the week... the GUI system should, at least, be functional in the engine.
Slow day by slow day... I wanted to have engine GUI that I can easily create via Scriptable C, but once I get all the various GUI elements in... There's going to be a common-sense layout design... similar to Visual Basic, Delphi, etc... but dedicated to game UI with built in anim features.
Bit by bit... day by day... I think this week is, purely, going to be working on getting 2D functionality in the script API. I gotta say though, I'm liking Scriptable C the more I move forward... even if it is my own innovation. It feels "friendly"... which is weird for a C-based anything.