Well, I’ve done as much of the ship as I care to do for now. Sheesh, modeling is hard work. It’s taken me days of work to get this far. Thankfully, the actual in-game models don’t need to be nearly as complex. Speaking of which, I hope to adapt this model for in-game use in the future. For now, though, I’m somewhat sick of it and want to work on a different model.
Regardless, I’d like to show my “finished” product. (I put finished in quotes because it still could do with a lot of other stuff.)
On the other fronts, Risujin has been working hard on the model loader, the new animated model format, and the Blender exporter to aforementioned format. For the curious, Risujin has named the new format “Plum.” This is actually very witty in that it is a real word and also the combination of “Plutocracy” and “model.” Clever.
I think Lambdanaut is still working on the globe generation stuff. Complex math goes on there. I’m rather happy that I don’t have to worry about it too much. It’s nice living with the knowledge that the project will get a good, fast method of generating the globe without me even having to know how it is done. Phew . Thanks.
As for me… Next, I think I will make some kind of structure for the game. I’m thinking the dock is probably a good place to start. Luckily, I have a weekend coming up. Those are always good for giving me a lot of time to work, and an adequate amount of sleep. You’ll be hearing from me. Cheers.
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The game actually has a 1600s Caribbean theme, is played on a real globe, and aims to replicate realistic economic transactions, third time lucky