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Ferrum - a sandbox RPG in a magitech setting

A topic by Nosmer created Jul 29, 2022 Views: 3,287 Replies: 38
Viewing posts 21 to 29 of 29 · Previous page · First page
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Hello everyone, quite some time have passed and its time for another update.

Things are coming along swimmingly, however making a distinct and convincing shoreline have proven to be trickier than I thought. I've made some progress in fleshing it out of course, but it still feels like something is missing here...


On the bright side, I've added a few more maps to the game world, like this second version of a river camp.


Or this version of a Ranger's shack. I've also tweaked the color palette for the treated wood, which you can see on the roof here. Let me know what you think about it!

Overall, it feels like I need some sort of new inspiration to make more substantial progress (the shoreline particularily), so the next update might come out delayed.  With all that said - cheers, and see you next update!

Due to ongoing health concerns next update will be postponed untill said concerns are resolved.

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Don't give up this looks awesome!

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I will never give up =)

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Hello everyone, just letting you know that I'm back and working on the next update. Stay tuned!

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This is looking so cool! Are you using Unity to make your game? How long do you work on it per day? Keep it up! Im going to subscribe to your thread for future updates! 

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Thank you! Yes, this is Unity, coupled with Blender to create the models. Before I got burned out I was working on it Monday to Saturday all day till I ran out of ideas, I never counted the hours. Now I see that this was the wrong way to do it, so I'll try to moderate it to 8 hours a day tops, Monday to Friday.

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Hello everyone, its been quite a while wasnt it? In this update I'm going to talk about some basics in map making.

You see, previously I was making the map while looking at it from quite a distance - you can notice it in previous updates by how many trees there are in the picture.

However, what I completely forgot is that the player wont be looking at the map the same way I do - in fact, the camera distance is going to be much shorter, and the player will have a completely different perspective. And so, I realised that I will have to make the map from the player's view, something that I have neglected so far. It's going to look like this:

The camera is much closer compared to what I previously had. I've made a few maps with this new paradyme, if you may, in mind:

It takes a bit longer to make a full map now, but the result is far more pleasant to the eye and much closer(no pun intended) to what I consider a perfect result. So, for now I'll have to go back to the older maps to remake them (again, but I think its totally worth it) in order for them to fit this new paradyme. Feels like every time I find a new and better way to make a location I just have to update older maps, a good feeling actually.

With all that said, cheers! And see you in the next update.

Hello everyone, its time for a progress update.

The work is coming along swimmingly, I'm updating the old maps with my new ideas, and I'd love to say that I'm satisfied with the results. The river looks so much better now:


And the campsites got a refreshing new look:

Overall, the work is still in progress, since there is quite a lot of new stuff that I have to add on each old map. Sometimes it feels like I'm making an entirely new map on the bones of the old one.

I'm not shure about the roads though - whether should I keep the old look or this one:

With all that said, cheers! Next time I might show something completely new, not just reworks of old stuff.

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Hello everyone, today is the day I show you something entirely new.

With the maps rework done, I have begun developing a new set of models with a certain theme. Can you guess what it is?

Why Its castle ruins of course! I'm planning on creating a whole lot of assets for this - all kinds of walls, intact and not, piles of rubble, wall torches, you name it.

And, of course, towers. Towers seem to pose the biggest challenge for me now - not only I have to make assets for all kinds of variations for them, which is a lot, I also need to extend the interior system to accomodate the multiple floors inside. I'm also going to add a round tower type in the game - so that doubles the amount of work I have to do.

Not all ruins are going to be completely abandoned - after all, even a single wall can provide adequate protection to some. You will be able to meet just about anyone in there - wild animals, poachers, rangers, maybe even a friendly expedition working on revealing the history of the place.

On a side note, I'm working on the world map - I have decided that its going to be node based map.

With all that said, cheers! And see you in the next update.

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Due to changes in the Unity pricing scheme the project will migrate to Unreal Engine. There will be no more updates here.

Where can I follow up the game?

Viewing posts 21 to 29 of 29 · Previous page · First page