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To understand what RuinValor is you must first gain knowledge of how it came to be. The roots of my desire to make video games can be traced back to Neverwinter Nights; while the singleplayer certainly leaves something to be desired the multiplayer was the jewel amongst the stone in my mind. Packed with a toolset editor, the ability to create, modify, and share worlds of your own is what interested me the most. Couple that with an in game Dungeon Master mode to enhance story telling for the hosts player base and what you obtain is a powerful set of tools that assist in maintaining interest in a game long after its initial release. I have long believed that if you put the proper tools in the hands of the people who make content ( modders and such ) the life of the game can be infinitely extended. game. Throughout the design process I have ensured the core concept for all systems put in place rely on the single factor of customization.

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The past week has been visualization changes within the game. We have spent hours establishing something that will allow our game to stand out and really feel like a true AAA title. Part of that is creating an HDR + Tonemapping system that will integrate some of today's most innovative systems.

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The past week has been visualization changes within the game. We have spent hours establishing something that will allow our game to stand out and really feel like a true AAA title. Part of that is creating an HDR + Tonemapping system that will integrate some of today's most innovative systems.

Our first addition was that of the grass and how it renders randomly across different blocks/terrain.


After we finished the grass system we worked towards the lighting of the grass.


After the lighting was matched with the world lighting we focused on the sky system and the way clouds are created and managed.





The cloud system rotates with two cylinders that are set to different speeds. We have a dome that will allow for star placement and cloud cover ( for storms ) but that has yet to be added to the game. As of right now you can control the color of the clouds via an xml file that is associated with the time of day settings. This means that if you made a blood red sky and wanted dark black clouds you could easily accomplish this with less than 5 lines of editing via an XML file. Lastly, our hope is to add in the ability to change the texture of the cylinders based off of the time of day; thus allowing the server owner to create a truly dynamic setting for their world.

I hope to have some video of this when we have the system fully in place.

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tnac001
tnac001 - - 55 comments

looks like minecraft

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riuthamus Author
riuthamus - - 149 comments

My, you are an observant one.

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Guest
Guest - - 689,975 comments

Looks great, keep up the good work.

I wonder though, will you be able to construct buildings?

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riuthamus Author
riuthamus - - 149 comments

Indeed, something our game has that minecraft ( and others like it ) does not have is what we call model blocks. These are blocks that are created from 3d objects and can be placed in your buildings. You can also use these to make other such things as balistas and advanced machinery.

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