Trials and Errors (Patreon)
Content
I've spent the last couple of weeks mostly making and remaking stuff. It is an unfortunate reality that although Haggard is very much an old school game in style and scope, the engine it will run on (Godot) isn't.
I was pretty enthusiastic to use TrenchBroom (the Quake map editor) to flesh out the levels, but unfortunately it seems to not gel well with the sensibilities of a modern game engine. It works 90% fine, but it's that 10% that makes using it insensible, at least as far as me and Papy can tell right now.
Anyway, here's some of the decoration objects I made in TB being re-imported and re-processed in Blender with separate simplified colliders.
Next up, I'll have to do the same for the chunk of map I made and essentially shift from TrenchBroom to making levels in Blender. Oh, boy, what a joy.