Update Video for Age of Singularity

Thursday, April 06, 2023 at 09:36 PM

A video update (no commentary) showing progress of the project.

Here's an update video for Age Of Singularity, my Ultima VI fan recreation project. Below are 17 images with descriptions detailing what's in the video. In the video I show the progress of: character modeling, custom font creation, the massive dialogue database, the UI concepting, dialogue system coding, textures and coloring of concepts, overworld development, dungeon development, procedural scatter of trees onto the landscape, and the overworld 3d model.

Close-up of modeling different Avatars.

Close-up of modeling different Avatars.

A couple of Avatars.

A couple of Avatars.

 I made a custom Ultima font in birdfont.

I made a custom Ultima font in birdfont.

6000 lines of dialogue in the SQL database.

6000 lines of dialogue in the SQL database.

The menus are visually concepted and coded to function.

The menus are visually-concepted and coded to function.

The conversation system functions but doesn't consider flags and bools yet.

The conversation system functions but doesn't consider flags and bools yet.

Coding the game in C Sharp in Visual Studio Code.

Coding the game in C# in Visual Studio Code.

A texture atlas of the props and setpieces, colored monster concepts, plants.

A texture atlas of the props and setpieces, colored monster concepts, plants.

A texture atlas of the props and setpieces, colored monster concepts, plants.

A texture atlas of the props and setpieces, colored monster concepts, plants.

Tudor-style wattle-and-daub thatched village buildings roughly-modeled.

Tudor-style wattle-and-daub thatched village buildings roughly-modeled.

Tudor-style wattle-and-daub thatched village buildings roughly-modeled.

Tudor-style wattle-and-daub thatched village buildings roughly-modeled.

All of Britannia is roughly-modeled, shown with textures.

All of Britannia is roughly-modeled, shown with textures.

All of Britannia is roughly-modeled, shown without textures.

All of Britannia is roughly-modeled, shown without textures.

Developing dungeons in my Project Ultradeep Undermountain recreation.

Developing dungeons in my Project Ultradeep Undermountain recreation.

Procedural tree scattering to easily account for terrain changes.

Procedural tree scattering to easily account for terrain changes.

 An aerial view of the Britannian Overworld.

An aerial view of the Britannian Overworld.

Here's the original fb UDIC post.

You've reached the end of this devlog entry.