Dylan
@dylanmeville.com
920 followers 620 following 420 posts
Code/Art Wizard @ Everglow Interactive | I made Party Panic | Now I make waterfalls
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dylanmeville.com
Fish need nicer movement (right now it's just lerping towards random positions), and need to get outlines working through the water, and make it prettier, but proof of concept!
dylanmeville.com
Aquarium functional!
dylanmeville.com
Yeah that’s what I’m thinking, or maybe even just a few trigger volumes in specific areas to override which footstep sound plays. Wonder which would be best performance wise, gotta test!
dylanmeville.com
I’m not using landscape though, just a mesh! (Because my game is mostly water with small islands or something I don’t remember why I decided against using landscape when I started this project years ago lol). I don’t suppose that works on non-landscape right?
dylanmeville.com
Although thinking about this now, I'm not sure how useful this is because I'd like to be able to play "gravel footstep" sounds when on the part of the mesh painted gravel, and can't really do that easily? Using a masked material ontop of the grass might be the way I do it :\
dylanmeville.com
Landscape material now has rocks
dylanmeville.com
The statues look kickass, but thematically don't work (I don't have humans that look like that, nor any combat so swords feel weird). Maybe will do some huge magic trees or something. And I think the castle looks a bit too plain and not whimsical vibes enough
dylanmeville.com
Spent the day trying to block out the hub island with the full shops and museum you donate to (wizards research gardens)! Having caves under the gardens to let you view the pools like an aquarium I think sounds super cool! All placeholder assets still!
dylanmeville.com
Usually I try and use asset packs for stuff like this, because I'm lazy. I have a few asset packs that have some nice rocks (in this style) but they're all too important looking, with sharp edges etc. I wanted some rounder rocks to put on the riverbeds, so one weekend later ✨
dylanmeville.com
Just what I wanted :D
dylanmeville.com
THANK YOU, this works perfectly. I was getting hung up on trying to convert the noise into a normal map and trying to apply it into the normal attribute :P
dylanmeville.com
How can I add small surface normal details (like on the right example) on my rocks in Substance Painter? I guess I COULD sculpt them into the highpoly, but surely there is an easier way? I'm a substance noob pls help
dylanmeville.com
Raven buddy is back and eating eggs for the first time in months!!
Reposted by Dylan
mikeachim.bsky.social
Damn. This is amazing. £325 per week, paid monthly, for 3 years - and the result was a profit for the Irish economy:
www.citizensinformation.ie/en/employmen...
Post from Threads user rodneyowl: "Ireland has declared the Basic Income for Artists scheme permanent. This will be officially announced in tomorrow’s budget. Details to follow. Congratulations to all who fought for it and the present and future artists of all sorts in Ireland. That includes me 👌We’re just comin to the end of a 3 year pilot scheme. It’s been a roaring success. For every €1 paid out to the 2000 participants, the government got €1.46 back. Can’t argue with that. Other countries are already taking note."
dylanmeville.com
I guess maybe we can keep a counter as we loop through the NPCS to set the tick rate, and if we've set too many at "full speed" and are trying to set another one "at full speed" drop it down one level instead or something. Better to tick NPC slow then have the game slow down
dylanmeville.com
That is, as long as the npcs are spread out LOL. If they are all grouped on one island really close together, then it slows down. So I need to consider some priority sorting/scaling, so that if there are too many nearby trying to tick at full rate, we start scaling some back
dylanmeville.com
According to the profiler, when they are not ticking and not rendering, they have ZERO cost to the frametime. Which means I did it right yay lmao. I can have hundreds of NPCS all scattered on different islands, and things will stay performant!
dylanmeville.com
Keeping them visible for longer distances even if they are not ticking is so while you are boating to an island and getting close to the shore you will be able to see them (even if they are just standing still not ticking) until you get close and then they start moving.
dylanmeville.com
I spent the last few days writing a system that lets me tick NPCS at lower rates based on proximity. If you get too far (like leave the island) they stop ticking entirely, and if you go even farther they stop rendering too. Yahoooo
dylanmeville.com
Turned the beak into an equipment (instead of baked into the head type), so you can mix and match different beaks with head shapes if you want. Also managed to hook up the beak open/close to the facial animations properly wahoooo
dylanmeville.com
I have not figured out how to make these arm feathers work with long sleeve shirts. I probably will just let them clip through lul
dylanmeville.com
And a lil bit of tail feathers