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Friday, January 29 2010

New font for small texts: ToaD_medieval

We need a new font for small texts, because the font I've created for ToaD looks fine for big texts (like titles), but is not very readable for small resolutions. So I've spend _lots_ of time creating a new one (thanks to the X-Mas holidays !!). I've used the last Inkscape version (0.47), and FontForge. Inkscape can now export svg fonts, which FontForge can open. The workflow is not perfect at all, but is better than the old one (creating a svg file for each glyph).
Creating a font is a long work : lots of glyphs (with lots of constraints on vector paths), kerning, ligature... I hope this font is fine, because I won't create a new font anytime soon !
Test for the medieval font.

Friday, January 15 2010

1 week, 1 creature : the troll.

No need to present this creature : it is strong, tough and can regenerate itself.
Sketch of the troll Viewing the troll in Blender Render of the troll A troll is fighting against a triton

For now, there are only 16 creatures ; so it's the end of this series of posts. 16 creatures are enough to develop the gameplay : others ones will be created latter, when the gameplay is OK.

Friday, January 8 2010

1 week, 1 creature : the zombbit..

Happy new year folks !!

Zombbit = zombie + rabbit
I don't know if it's a real dead rabbit ; it looks more like a stuffed rabbit. But who cares ?! :) It jump on its enemies with its huge knife. Like zombies (and stuffed toys !), it doesn't like fire, but it is not afraid of blades.

Sketch of the zombbit and its knife UV mapping the zombbit Render of the zombbit Zombbit in game A zombbit attacks a carniflex

Friday, December 18 2009

X-Mas gift : in game video ! woot !

No creature this week but a video showing current state of development (in fact the video is some weeks aged).

Merry X-Mas !!


Tears of the dragon - in game 1

Friday, December 11 2009

1 week, 1 creature : the hellworm.

A terrifying creature came from darkness : a worm ! It launches its darkness spells with its hypnotic dance. Its enemy is the dragonfry (because it's a creature of light of course).
Ugly sketch of the hellworm Animating hellworm in Blender Render of the hellworm, with and without subsurf A hellworn attacks a carniflex with darkness

Friday, December 4 2009

1 week, 1 creature : the chaos knight.

A true living tank ! Very slow but very strong, he is a soldier who can be trusted.
Sketch of he chaos knight Attack animation in blender Render of the chaos knight in game: chaos knight versus triton ouch !

Thursday, November 26 2009

New versions for Blender and Inkscape

In the same week, Inkscape 0.47 and Blender 2.50 alpha 0 are released. Woot !
The new Blender seems really great ; I have to rewrite my scripts for it.
The new Inkscape is cool too. Years ago, I created a font for ToaD with Gimp, Inkscape and FontForge. The new Inkscape is better to create font : I'll try this by creating a second font for ToaD. Here the old ToaD font :
The ToaD font

Tuesday, November 24 2009

Small review of version 0.1

Lawrence Azzoug, a friend of mine, has written a small review of the version 0.1 (in french). Cool, it works on other computer than ours ! :)
It's just here.

Friday, November 20 2009

1 week, 1 creature : the sword devil.

His best friend is his sword.He lives to fight against the strongest possible enemies. In short, a formidable soldier !
Sketch of the sword devil Sword attack animation in Blender Sword devil is jumping. Render in Blender Sword devil vs (poor) gobelin

Friday, November 13 2009

1 week, 1 creature : the beholder.

The beholder is a flying creature with an enormous and demonic eye. It is very fast of course, but not very resistant. Its eye can see lots of things that other creatures can't see, like magic traps for example. Beholders can also launch some spells belonging to the air element.

Old (and ugly :) sketch of the beholder Animating the fly of the beholder Render of the beholder

Here you can see the beholder in our new resource viewer ; there are all its animations on the left.
Beholder in our new resource viewer.

Demonstration of a beholder spells : the tornado.
A beholder attacks a carniflex with a tornado

Friday, November 6 2009

1 week, 1 creature : the dragonfry.

It's a small, pink and winged creature which looks stupid ! But it's also a real living weapon, because it can spit a powerful light ray. Try to keep your dragonfry alive, and it will destroy your worst enemies.

Painting of the Dradonfry Texturing the Dragonfry Rendering of the Dragonfry

I think that this goblin will die soon !

Dragonfry attacks a goblin with its light ray.

Friday, October 30 2009

1 week, 1 creature : the kawaisaurus.

The Kawaisaurus is small, stupid and weak lizard, but which can launch healing spell. It is very fast too (good to run away !).

Small sketch of the Kawaisaurus Modeling the Kawaisaurus Rendered Kawaisaurus without and with subsurf

This time two in-game screenshots : In the first, a Kawaisaurus launches its spell, in the second a Goblin is healed.

In game: a Kawaisaurus launches a healing spell. In game: a gobelin gets health points !

Friday, October 23 2009

1 week, 1 creature : the carniflex.

The carniflex is actually a carnivorous plant which can move. It can bit of course, but also use plant magic, like make grow a plant tentacle. It will have the power to regenerate by planting in the ground.

(Ugly) sketch of the carniflex. Carniflex attack animation in blender. Carniflex render in blender

This time I've also made a render with the subsurf (subdivision surface) modifier activated in Blender ; I hope we'll have in the future a shader than can do the same thing in real-time, in order to have scalable textures and models.

Carniflex render in blender with subdivision surface activated Carniflex in the resource viewer Plant tentacle render

Friday, October 16 2009

1 week, 1 creature : the goblin.

The goblin is a classical monster in the fantasy universes. It lives in group, it is not very strong and it doesn't know magic ; so it's the perfect basic soldier for an army, in order to be used as cannon fodder. Sketch of he goblin Creating the walk animation of the goblin Render of the goblin Goblin in the resource viewer

Friday, October 9 2009

1 week, 1 creature : the pigoceros.

The pigoceros is the unlikely combination of a unicorn and a pig. For now it can only hit with its huge horn. But in the future it can throw lightning too, and another creature can ride it. Oh, it has a very bad temper !! Painting of the pigoceros UV unwrapping of the pigoceros Running pigoceros ray traced Pigoceros in our viewer

Monday, October 5 2009

UV unwrap for vector textured models

Creating beautiful textures is difficult. Creating beautiful vector textures has more constraints. So if you want to texturize a 3D model with a vector texture successfully, you must UV-unwrap your model in this way. We've seen that in order to have seamless texture, horizontal/vertical lines are important. But they are important to decrease aliasing effect too (because these lines will never be aliased however zoomed they are).

Here I unwrap a pot with the normal LCSM algorithm (angle based version) : LCSM unwrap of the pot

The borders which have to be seamless are circled in red ; it will be very difficult to create a correct and beautiful texture with this UV map. It would be better to have an UV map which looks like a grid, like that :
Reworked unwrapping

With this simple model, you can use 'Cylinder from view' UV calculation (U key in edit mode). With more complex model, it's not always possible ; you have to use the 'Weld/Align' tool (W key in UV/Image editor). I have written a python script which can help you for this job : UV tool script.
With an UV map like that, you can use the drawing methods we've seen (Seamless vector texture (I) and Seamless vector texture (II)) and it will be generally easier to create a beautiful texture. Even if the quads (and triangles) of the UV map are stretched, this deformation won't be visible :
Finished texture for the pot

It this example, I've drawn blurred horizontal lines. And even the blue pattern is seamless. Cell shaded result :
The pot with cell shading

Friday, October 2 2009

1 week, 1 creature : the triton.

In The ToaD universe, the triton is a kind of anthropomorphic frog. So it's a good creature to introduce water magic in the game ; indeed the triton can already spit bubbles on its enemies. But it's not a wizard, it's a soldier with special powers. It has a trident, and it could hit with its tongue too. It will be a good versatile fighter in an army.

Old sketch of the triton Animating triton's tongue attack in Blender ! Triton render Triton in our 3D resource viewer

Friday, September 25 2009

1 week, 1 creature : the molegister.

One of the most interesting feature of ToaD is the possibility to deform the ground. So I've decided to create a monster which can use this possibility : I needed an earth wizard. What animal would be the best to control the earth element : a mole of course !
Sketch of the molegister Modeling the molegister in Blender Molegister render with Blender In-game screenshot of the molegister

The molegister can summon a stone arm. It opens a lot of strategic possibilities.
Stone arm render

Wednesday, September 23 2009

Seamless vector texture with Inkscape (II)

The last time, we've seen how we can duplicate and move objects in order to draw seamless textures, ready to be mapped on a 3D plane for example. When you duplicate border objects, these object can use all the features of vector graphics : circle, box, Bezier curves, gradients, gaussian blur. But there is another way to draw perfectly seamless vector textures without duplication.The secret is using only vertical and horizontal lines. In Inkscape, press the Control key with the pen tool (Shift+F6) to draw horizontal or vertical straight lines. You can use rectangles instead of the straight lines.
Texture with lines and rectangles in Inkscape Scottish texture mapped

Using only vertical/horizontal straight lines would be very frustrating for an artist. Fortunately we can draw more complex things.

1) Only the borders matter : so you can deform your objects in the middle of the picture.
Deformed Scottish texture

2) You can use gradients ; but they must be only horizontal and vertical (once again, use the Control key with the gradient controllers). For example, if your object crosses the right and left borders, your gradient has to be vertical (or if the gradient is horizontal, the start color and the end color have to be the same).
Vertical gradient Gradient texture mapped several times horizontally

3) You can add a blur effect on your horizontal/vertical lines/rectangles. Beware, an object with a blur has to be larger than the page : the parts of the object out of the page must be larger than the blur range.
Blurred horizontal rectangle Mapped blurred rectangle

Of course, all this tips work also with a sub-part of a complex texture which is UV-mapped on a part of a 3D model.

Friday, September 18 2009

1 week, 1 creature : the scorpion.

A 'cute' monster with an enormous claw, a solid shell, and which can walk on walls and poison its enemies. I think this creature can be strategically interesting. Its big eye is important to make this creature sympathetic.
Sketch of the scorpion Animating scorpion in Blender Scorpion render with Blender In-game screenshot of the scorpion

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