To understand what RuinValor is you must first gain knowledge of how it came to be. The roots of my desire to make video games can be traced back to Neverwinter Nights; while the singleplayer certainly leaves something to be desired the multiplayer was the jewel amongst the stone in my mind. Packed with a toolset editor, the ability to create, modify, and share worlds of your own is what interested me the most. Couple that with an in game Dungeon Master mode to enhance story telling for the hosts player base and what you obtain is a powerful set of tools that assist in maintaining interest in a game long after its initial release. I have long believed that if you put the proper tools in the hands of the people who make content ( modders and such ) the life of the game can be infinitely extended. game. Throughout the design process I have ensured the core concept for all systems put in place rely on the single factor of customization.

Post news Report RSS Grass Model

Added the grass model to the game today. This is a temporary texture so before you go saying "it doesnt look like real grass" keep in mind this is only a temporary texture that you are seeing.

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Added the grass model to the game today. This is a temporary texture so before you go saying "it doesnt look like real grass" keep in mind this is only a temporary texture that you are seeing.

This grass will be placed across the world where there is a grass type of blocks. It will automatically generate over time as the grass block remains in place. We plan to have as many of these load as possible without having a serious fps hit. Ideally, with our current system this should not be a problem but again further testing must be done when we have several players interacting with the realm as well.

For those of you who are wondering if this grass will be animated, we have it currently moving with the wind. This is simulated and not really effected by the wind that is in the game ( although with enough time that could change ).

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