![]() ![]() I may eventually post the document somewhere. The current text-based design document is about 110 pages long so far, and I've barely scratched the surface. It’s an open world fantasy MMORPG that is shaped by its players, with developers releasing new, regular content. Players can choose their difficulty similar to how they choose difficulty in games like Forza It was first released in 2013 and is based on RuneScape as it was way back in 2007. The lack of a reticle is a "difficulty choice" Traversal elements similar to Mirror's edge Focuses on more comprehensive skill-based combat that rewards patience and good timing Primarily similar to The Elder Scrolls IV and V Physical effects such as stuns, poison, diseases and thirst appear on the physical side, and magical effects such as prayers, enhancements, potions and curses go on the magical side.Īny suggestions would be greatly appreciated. The "modifier" areas are where things such as prayers or skill modifiers appear. It was originally to the right of the adrenaline bar, but if I'm to pop out the text like mentioned above, I'm thinking about putting it above of the adrenaline bar. I'm also trying to find a place to put the current special-attack/ability selected, but I can't decide where to put it. I'm thinking about pulling the text out of the boxes for both the enemy popup and the adrenaline bar, similar to Skyrim (as that is where much of the inspiration has come from, obviously), and putting the ammunition/count on the right-hand side, also similar to Skyrim. I've tried several things, but I can't seem to get it right. I'm not happy with the presence of the "enemy" element in the center. The elements are meant to be interchangeable in position for greater personalization. The large blank "tabs" on the outer portions of the information bars are meant to be left blank and squared to help anchor them to the edge of the screen. The design style is intended, including how clean it is, but the information bars are meant to be filled with a light animated texture based on what the bar represents rather than just a solid colour. Good luck and thanks for the compliments.This is a conceptual heads-up UI display layout for a game design document I've been working on for a couple of months. Do the opposite and bring down the coverage, the lower the coverage the fibers shall become more like hairs.Ĭontinue to play with the gravity, length, aswell as the profile and sections. If the fibers look really thick like sticks and branches. The word "coverage" confused me for a while, as I thought it meant how many fibers are on the screen, but its really the thickness of the each fiber. If the fibers look very thin and difficult to see. Once selected the first thing to always do is bring down the Maxfibers to a really tiny number such as 0.01 or even less. I recommend finding something that resembles what you are after and possible working from there. From there I can select some Fibermesh presets from the lightbox menu. I then select Fibermesh menu and press preview. In this case the trunk, where I would like the Fibers to emit. As it is moving very fast.īut all I am doing in real time is painting a little masked area on my tool. They appear summoned in my time-lapse video. ![]() Beautiful work! Could you describe your process working with fibermesh where you seemingly just summon a clump and adhere it to the trunk of the tree?Īgain, just gorgeous you should be proudHey there Skittixch, working with Fibermesh can be a nightmare if you don't know a couple of simple techniques to start with.įirst to answer you question about how do I make a clump of Fibers adhere to my trunk as if they were summoned. ![]()
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