Updates

Moving to Unreal

The world that was proved in Godot as a painting with a relief moved to a native Unreal Engine 5 build. Same courtyard, same Kai, a different way of building.

The first Unreal courtyard under standard lighting, before the look.
The first Unreal courtyard under standard lighting, before the look.

Between 17 and 18 October the painted slice in Godot grew to seven places, five townsfolk, doors that open, exits where Kai walks out of the picture, and a test that drives him into every wall. It proved that the painting could be the asset and that Kai could come out of an illustration.

It also showed the limit. Every place was a painting with a depth relief behind it, so the camera could not move, people could not walk from one place to the next, and anything new meant a new painting. The town needed to be a town.

So on 19 October the project moved to a native Unreal Engine 5 build: the Havenwood courtyard as geometry, Kai as the same drawn figure, one Shopkeeper, dialogue with choices, a small anomaly, a local save. The route was accepted on the first day. The look was not, and that is the next entry.

The Godot slice is retired. Its paintings stay as the reference for every place, and its tools for Kai carried straight across.

End of the painting.

The paint stops here. Past this line the town is not drawn, only described, and the description is restricted.

go anyway