Swords and Sorcery: Underworld Gets a Graphical Overhaul
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The entire game is being redrawn. At this point I have enough material to show this screen (walls,tiles, interface). But the enhancement goes beyond the general aspect. The worldview now works with a basic 3D engine, which greatly facilitates the inclusion of more varied environments, as well perks like actual wall thickness. I also have a list of smaller fixes I'll talk about in a later post.
This sets the new graphical standard for the Swords and Sorcery series. The sequel is making slow progress because Underworld still takes much of my focus. But with these enhancements to the engine, a large , varied and attractive overworld becomes a much more feasible short term goal.
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Wall thickness being an important issue for immersion in a game where there are a lot of walls, there needed to be a better solution for a cavernous environment than six sided blocks. After all, cavern walls aren't square.
Underworld now has a basic 3D engine but the goal to keep things simple was to make do without 3D objects. Just basic shapes and textures. That is how it worked out for the caverns.
A few people have asked how monsters appear in the new environments. Well, they do so much like they did before a very oldschool way. Only now those that have feet actually have those on the ground.