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Posted

Some Screenshots . i hope you like it. now i can change sky and directional light with code.  I can now also switch my lanterns to night mode with code

i try to find the best light.

Screenshot 2025-04-11 193901.png

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VillageScene.png

VillageScene2.png

  • Like 2
Posted

Looks good! I suggest adding auto-exposure and tone mapping, if you don't have them already.

  • Thanks 1

My job is to make tools you love, with the features you want, and performance you can't live without.

  • 4 months later...
Posted

a question: Is it possible to make the water material  (original Water Material from Josh )near the player unit more transparent? the reflect from sky is too strong . And how can i do that?

Posted

The water material thickness will probably do it. I am messing around with the refraction settings right now, though, stay tuned...

  • Like 2

My job is to make tools you love, with the features you want, and performance you can't live without.

  • 4 weeks later...
Posted

Here I have a short video about the first steps in Shadow and Sword. I created all the models myself. For the NPCs, I generated the textures using Meshy, which gave me multiple textures for a single model. Other models are with texture from fotos i take in Korea.

I have one NPC script for all NPCs, about 400 lines long. I combined it with waypoints and actions like doSomeThing.

The boat can be controlled with the arrow keys.

For the thunderstorm, I wrote a script with three different thunder sounds and lightning flashes that appear at different positions. (Unfortunately, you couldn’t see that in the video, since the lightning strikes appear randomly within a certain radius).

I’m also very happy with the enemies—the script works well. All the models are loaded and assigned separate textures.

The only thing I don’t like at all are the emitters (for fog), and I haven’t found a solution yet. Refraction always causes artifacts in the texture, especially in combination with the water shader. I haven’t solved that yet. The fire already looks good, but still needs optimization. But it’s a good start. I hope you enjoy the video :D

 

Edit: Of course, the vegetation or stone models are from the engine and not made by myself. only buildings ships npc´s and so on

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  • Like 4
  • Upvote 1
  • 3 weeks later...
Posted (edited)

At the moment, I’m having a lot of fun coding in Lua.
I’ve added health items to the game, and I’ve also implemented a skill book with Beginner, Advanced, Expert, and Master skills. This gradually increases the damage — with each level, you gain another 5 damage points. In the end, as a Master, you deal 40 damage with a single hit :D
My NPC script is growing and evolving. Now they switch to a fearful stance animation whenever enemies are nearby, and once the enemies are gone or dead, they continue doing what they were doing before.

Also the enemy lost Attached Hat or sword if enemy is dead. 

The Player can now block the attack from enemy. So there is no Damage (maybe i test it with a Block skill , so the block not alwas function :) but later. at moment maybe a  nice to have. (i think i have to change the sword pivot because i dont get the right position . its tricky . at moment its showen behind the arm 

I removed the fog emitters. They consume an incredible amount of performance, even when I only use 100 particles. I’ll wait until there’s an update for the particle system. In my opinion, it worked better in Leadwerks 4. But a tutorial wouldn’t be bad either. Maybe others could share their experiences too — there’s already a thread about it in the forum.

 

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Edited by burgelkat
  • Like 4
  • Upvote 1
Posted

I suggest decreasing the strength of the PBR reflection in the environment settings. This would increase the contrast in your scene.

  • Like 2

My job is to make tools you love, with the features you want, and performance you can't live without.

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