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@norimousedev
You can now VANQUISH TURKEY.
Happy Thanksgiving!
I uploaded the latest build of my project for Demo Day! Let me know if you find bugs / have suggestions / whatev
During this week, I focused on making interactions with the NPCs better. I finally set up a two-tone fur pattern for them that lets them be random colors (and gave them eyelashes!). I also worked on the dialogue system for NPCs and added branching responses and player replies. They can also relax their eyelids now, so they don’t creepily stare at everything!
I wanted to add pumpkins to be halloweeny, but first i needed to add a quick farming system to grow them. In order to add that, i needed to add a bunch of things that would let the things like farm plots exist. And then a bunch of stuff to be able to interact with them
ANYWAYS you can make pumpkin now
Smoothed out the transitions between mouth states so that it doesn't snap from pose to pose anymore! Also the eyes twitch around way less when the character is talking to another character.
Characters' eyes no longer soullessly stare into the void! There's also a slight amount of twitch to them as they look around at stuff, and finally a new blinking animation!
It felt weird that the characters’ mouths wouldn’t move at all when you talked to them, so I fixed it! I spent some time rigging their heads to support mouth poses, and made a bunch of mouth shape animations for phonemes such as “Ch”, “Ah, “Th”, etc. and added them to the dialogue system!
Waypoints now appear when you accept a mission that starts in a different level, guiding your way to the entrance to that level!
Roadside locations can now spawn along the shoulders of roads for things like the player’s spawnpoint, NPC spawns, and other things. This also means that I no longer need to hand-place objects on the map anymore!
I spent some time today on fixing the way that roads are spawned over the terrain. They now have a chance of randomly splitting off into a second road, as well as merging into a preexisting road if it hits one. Then I made the sky all pretty!
One of the largest contributors to screen stutter after working on terrain generation was in the way that roads and paths affect the terrain, so I rewrote it. The stutter from LOD changes is almost gone - time to hunt down the next worst offenders!
Terrain with high levels of detail now split up that detail calculation over a little bit of time, removing the stutter from generating it all at once. Moving around the map is definitely a bit smoother now but I still have some optimizing to do!
By the way, you can check out a demo of the project over at https://norimouse.itch.io/procgenlab (it’s still pretty barebones but I appreciate any and all feedback!)
Spent last night doing some small bugfixing/polishing on the character controller! The original jump animation I made for it felt super clunky, especially in first person, and the alt-look camera would jitter back to the center of the screen in some cases. All better!
I’ve been playing around with the idea of spawning clumps of objects on the terrain after the terrain’s all done loading. Right now it’s just a pine tree from Epic’s OpenWorldDemo, and a cube, but in the future I’d like to add more things for it to spawn. It definitely adds visual variety to the terrain now that it’s not all just grass and water!
Just got done with the first version of dynamic level of detail for my terrain! I still need to make the edges between land chunks a bit smoother but they update on the fly depending on where players are in the level. The tiles start updating after a random delay so a couple of them lag behind at first, but they catch up!
I finally got everything scooted over onto actual terrain from the placeholder testing room, and uploaded it to my itch.io page for demo day! I appreciate any feedback and suggestions you might have if you play it!
I couldn’t get OBS to stop making UE4 stutter, so I’m trying out ShadowPlay really quick. It felt a lot smoother when I was recording with this!