On Friday, I had second go at the models for the outpost. I divided each mesh into submeshes, so that there can be multiple materials applied to various parts of an object (in this case, wood and stone). In the pictures below, I’m just using some generic stone and wood textures, and will replace these with brick, tile, carved wood textures in the near future.
Here are shots of the outpost in-engine:
In the first image, you can see the outpost’s gatehouse and a balcony to one side. The balcony has a broken staircase on the right that points towards the windmill building.
The second shot is of the new interior models for the outpost. There’s a door, some room partitions, staircases leading to a second story, etc. I should note that I split all of the 2-story wall sections in half, so that I can mix and match windows, entryways, and flat walls. Also, I can make buildings of any height by stacking these wall segments on top of each other.
Next step is to add the final textures and script the opening sequence.
My site was slow for a while now, but I took some time yesterday to root out the problem. It was taking 10 seconds to load, and not indicating that messages were submitted in the contact form. Also, I disabled the forum. I’ll re-enable it when I release something new for when people need to submit bugs and such. Bbpress forum software is severely lacking in features, and it’s near impossible to export data out of. It’s a real bummer to use, but eh, it works with WordPress.
I’ve been co-working with a few of my New York indie developer buddies Itay and Joe. I’m much more productive when I have other people in the same room as me to work out problems with, even if hey are on their own projects. Can’t believe I didn’t try this before. Also, it gets me out of this apartment from time to time.
Just bought Kairo on Steam, and It’s right up my ally. Blocky minimalist art, smart puzzles, and monolithic stone structures? Count me in.