Fresh Screengrabs and NPC chatting

I have been making some progress including:

Continued effort to Voxalize everything. It is worth noting after a rather mean message I saw on a forum – these initial Voxel models are pretty simple rips of the original, I hope to go from a 16x16x16 to a 32x32x32 in the future with greater detail. I’m a coder, not an artist, so I am trying not to sink too much time into the fine details yet.

I spent quite a bit of time optimizing lighting, shadows and anti-aliasing. It looks quite a bit better but I am realizing that I have to make a major shift if I want to “hide” parts of the world or town/village etc that the Avatar can’t see in the original game.

I spent quite a bit of time months ago putting together the basic NPC dialog code with simple text windows. I have since created a basic conversation UI. It’s ugly, and unpolished – but it works, at least for every example I’ve tested thus far.

Less noticeable but pretty cool (I think!) is some optimizations I did for string lookups. To restate, it is my intention to use the original string databases instead of transcribing them whenever possible. I do this, not because it’s required – but more so I can say that I literally used every bit of the original as I could to recreate the original experience.

I also added the look feature (L). It’s rough, but works on basic map elements.

That’s it for now! I will be working on doors, optimizing framerate (major problem!) and lighting/hiding as I go forward in the near future.

The world!
Starting to get more and more voxels created.
Very basic and unpolished chat interface.
Just another day of development.

Published by Brad Hannah

Cloud Engineer by day, pretend game developer by night!

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