I have a couple of side projects besides all of the India. One is Ticai, the game I started working on a few years ago. Here’s what it looks like today.
You can compare this to the last look from… gulp… three years ago here. What’s changed? A bunch of things:
- A better skybox, rather than featureless blue. Still needs to be redone, but at least I know how now.
- Even more buildings, including the nice round temple on the left.
- The cobblestones are bump-mapped, so they don’t quite look like a flat texture slapped down on a flat surface.
- Previously the streets were modular; I figured it would be easier for Unity to render them if there was only one copy of each unit. Then I realized that the entire street grid has fewer polygons than a single human model. So now the whole grid is one model. This cleared up a lot of little alignment problems and makes the streets look better. It also allowed me to do things like put the tower on the right on a little hill.
- The camera stays closer to Ticai. This makes it harder (though not impossible) to see through walls and such, which helps out a lot in some of the smaller spaces.
Unity has been upgraded to version 5.4, which broke a few things. Most are fixed, but something has changed about the lighting which I haven’t figured out. Ticai’s clothes don’t look smooth, nor does the round temple. Unity used to correct for that, and I don’t know how to fix it yet.
There were some major bits of the city that weren’t done yet. There is a whole underground that was only mocked up; it’s all finished now. I also added an alchemist’s shop:
I like the various jars and things. There’s even a microscope! Not shown: the alchemist has a rather pretty globe of Almea.
I’m convinced that one reason games are so often late and buggy is that the developers spend half their time redoing things. You make something quickish just to get it working (possibly learning how to do it at the same time). Then you learn how to do things better, get dissatisfied with what you did, rip it out and redo it. For instance, Ticai’s feet:
I half-assed her feet the first time… I figured I could suggest her toes using the texture, and it looks bad. Finally I redid the toes, separating them in the model. Plus I redid the ankles. Also her eyes: she has eyelids now, and blinks. Her face still looks kind of weird, though, so I’ll have to work on that.
(The four toes are not a way of saving work: Ticai is Almean, so she really does have just four toes.)
I put the project aside before mostly because I was hung up on the writing side. The game is supposed to be a set of interlocked mysteries, which Ticai solves by running around and talking to people. I want a really complex conversational engine, where you don’t have four options to choose from, but a hundred or more. But of course that means a lot of writing, and even more testing, and I haven’t found a way to keep the amount of work under control.
The other project is a new conlang, something at least two or three of you have been waiting for patiently for years. It’s Hanying, one of the language of the Incatena— in fact, the language of Areopolis, more or less Morgan’s native language. I said it was “in origin a Chinese-English creole”, and it was… for the first half-century or so of its existence. But it will be much weirder than that. E.g., it suffered a series of phonological adaptations to new speakers twice, and it went through both some relexification and decreolization. By the time it’s done I hope it really looks like something that survived a thousand years of change.