Night Goblins (Patreon)
Content
I have the basic horde wave spawners working and some rough goblin recolor assets for testing. The lore behind this is that the mists are a relatively new occurrence. Most creatures were relatively docile and easily avoided before. Now, with the coming of the mists, they're driven mad with lust and will swarm anyone caught outside the gates. The crystals in the gate towers have the power to keep the mist at bay and are why the town is safe at night. But their magic isn't perfect and they need constant recharging. This is why the gate guards will pay adventurers for any crystals that they might find.
I got the volumetric fog shader working at night this week too as you can see in the quick gameplay video. At first I was going to flip the sun's directional light at night time and use that as the moon light as well. This caused a few issues at sunrise and sunset that weren't horrible but would've taken some more time to find a work around. Instead I was digging through other volumetric materials and noticed you could mask out the emissive channel with the volume's extinction mask. It's always the simple fixes that work. So the fog glows at night instead of using normal lighting. I'll keep tweaking the visuals and see if I can get a decent swirling look.
Still writing lore and quests. The main conflict of Redtree is plotted out as well as the big content pieces in the surrounding area. I'm hoping to start writing dialogue and implementing the quest logic later this week. The new locations I'm going to rough out some placeholder models and plunk those down in the map to get a sense of distance between content points.