Titan Quest May 26

First update for May 26

First update for May 26

The view as of this morning. Inspired by images from Hawaii, I decided to add more foliage and rock formations. The problem was I spent a lot of time enhancing the cliff wall that in the game is almost completely invisible. In addition, the extra detail obscured the camera in places and created even more work to fix. It’s just another lesson driven home about the restricted in-game camera angle. Here are two images – the one on the left details what I see in the editor. The one on the right, what it looks like in the game.

May26 (editor)


May26 (game)

Second Update May 26

Second Update May 26

I spent the last half of the day working on the underwater cave that is out in the harbor on a small island. It is a multilevel dungeon where the player will be able to get some weapons, armor, and money while fighting a few low-level creatures. I learned a lot about “grid” construction during this time. Grids are Titan Quest’s name for underground areas which are built on three-dimensional tiles. Grids are governed by strict rules, most arising out of the isometric view angle through which they will be presented to the player in-game. While they can be comprised of many floors connected by ramps or stairs, you must build them so lower floors are not obscured by floors higher up (and thus closer to the camera). If you look in this image you will notice that nearly the entire dungeon can be seen from this angle (roughly the angle the game will use). Here are a couple shots of what it looks like in-game:


Second Update May 26 in-game no 1


Second Update May 26 in-game no 2

Another cool thing I learned today is how to add dynamic lights to grids – they’re simple placeable objects you select from the object list and hover near light sources (torches, sconces, etc). Combined with zoning (control of the ambient light color and intensity along with fog effects) I was able to create a unique look to an otherwise bland underground environment.