This week, we continue to design buildings in 2D first, while integrating the 3D buildings in Godot Engine early to check if it fits stylistically.

I’m in the process of testing out the pathing system previously established by Rie, and so far the 3D navigation regions seems to work. Voltairine jumped over the rocks to get to the kitchen, but we’re not sure if that’s a bug if she’s really fond of Maelle’s cooking.

We are making some decent progress on the visual side of things, and this might be the last blog post we have showing screenshot with realtime shadows. We are going to bake all we can for better performance.

So far the game seems to run in editor on any hardware and OS, but keeping the final game lightweight to render will be a challenge. In the next post, we’re diving into lightmaps, and why the oldest technique of video-game lighting is still worth revisiting.


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