Landship blockout... very ugly, but it should give a good clue for one of the gameplay modes :D Couldn't get the idea out of my head since 'Big Wars' (1993)... not a great film, but I sure loved those naval-scale tanks!
Feeling a bit uninspired, but it'll do for now I guess! Staying cheap at 13k tris, thinking this'll be at the next scale of bigness, ~16m or so. Am I too cheap using 128-512px textures on my smaller unit parts? Time will tell I guess :P
third-person view getting established, jump and glide modes in-play... gotta add some thruster VFX there, but it's pretty fun to fiddle with! still some jank to sort out of course
gave a bit of love to the road and power meshes, a little less placeholder-ugly. Still not quite content with it, but getting there. Gotta start adding various facility types soon, power needs generation and storage!
terrain-hugging road mesh spawning is pretty clean now, and rudimentary stages of power infrastructure going down! gotta bring in some proper meshes for the roads and give the power a little love, should look pretty sharp
chaos! looks like real mayhem with a bit more variance in the units; modular units becoming more apparent. Gotta do some more VFX variety soon to go with the rest... and of course we'll need the old Macross Missile Massacre to happen at least a bit! 1000v1000 runs pretty decent!
Tanks redux! I thought it might be a little fun to let the tread chunks pivot to terrain normal, and sure enough! Very happy with the result; all the bells and whistles working good.
basic gameplay stuff happening! still pretty raw, but the stuff's all working. Stats are just arbitrary nonsense for now so scaling is nonexistance yet but that's the easy part ^_^gotta do up lots more VFX soon too.
#wavefunctioncollapse socket editor makes it a lot less painful to put in new tiles... and of course we need entrances, and working interiors! HPA* multi-level navgrid working, gotta model up some interior ramp tiles and other doodads!
pipelining in some more assets and sorting out a couple little kinks on the way... totally not a #battletech locust btw, any resemblance is purely coincidental! the modularity should become more visible as the parts flow in...
basic VFX, fixed up the ragdolls, proper hit detection... most of the loose ends tied up! onward :D still gotta implement the 8way blendshape VAT though, that'll be another visual win ^_^