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The Kristala Dev Blog - Issue #21

Astral Clock Tower Studios

While the virtual nature of the event itself prevented us from fully interacting with the folks who downloaded our build and gave it a whirl, we're incredibly pleased with the feedback we received and have been working hard since its conclusion to address bugs and improve overall performance. 3D Asset Design. Programming.

Dev 52
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A day in the life of a narrative designer

Game Global

This is a clip of the Heider-Simmel animation. Wrangling a dialogue system, from data entry all the way through to troubleshooting or bug fixing, is a common requirement. What are the common technical pitfalls to avoid with regard to font choices, text string composition (especially regarding item names), baked-in text, etc?

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The Kristala Dev Blog - Issue #35

Astral Clock Tower Studios

Kristala does feel like a traditional indie Soulslike game in many ways, but we've also lovingly baked in a ton of elements that will appeal to fans of other genres too. Here's a look at that animation, as well as a few clips of some Kota soldier animations too. and they're not wrong.

Dev 52
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Cocos Creator 3.7.2 Focuses On Optimized Rendering And Lighting Capabilities

Cocos

Editor • Support baking high-precision lighting maps to get a better baking effect. When the user turns on high-precision lightmap baking, 16-bit colors are used instead of 8-bit colors, and AO channels are baked separately. Improvements • Move the Light Bake entry from the top item settings menu to the panel menu. •

Render 52
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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

With the first variant completely finished, Bianca was able to get a successful bake for the second model this month before moving onto the base sculpt for the final rat and armor. We can't wait to see how all three Kota variants and their detailed armor sets once they're completely done. link] Programming.

Dev 52
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The Kristala Dev Blog - Issue #28

Astral Clock Tower Studios

While building up the hair shader, however, Pete struggled to find a way to actually bake out the flow map information (meaning: the directional flow of the hair cards) onto an image pulled from the 3D suites our modeling team typically uses, like Maya and Blender. Let us know which clip made you laugh the most. Convenient, right?

Dev 52