Posts categorized “Development log”
The main reason I’m going for procedural content is speed of asset creation. An experienced artist would paint a map for L-D in 2-3 days + additional hours for making modifications. With the current map system it takes 10 minutes. As a single developer I simply can’t afford time or money (unless you give me your money) and I can make it look just as good.
I’m really excited about the new Soldat 1.5.1 beta that will be out soon. Soldat is finally gonna be “professional” with a lot of new cool features. It’s a version that I always intended to create but never had the time to actually do. Wait for it.
The problem with generating tiles from textures is that it looks like Half-Life 1 (flat). What I need to do is figure out what the artist does in a paint program, find out the physics behind it and transform that into a computer algorithm. By looking at the walls in my room I figured that what I need is Ambient Occlusion (http://ping.fm/3wLNV) that will affect the lighting. I’ll present the results soon.
I’m trying out several different graphic styles for Link-Dead. You can look at them.
read more »










