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Summary of the Game

In Spellwrath, the player takes command of an army consisting of knights and their loyal companions, to battle for control of the world of Eyja.

Between fighting your enemies in turn-based combat and leveling your units, you will be constructing castles, forging mighty weapons, journeying on heroic quests and organizing your champions!

Development

The Game has been in development since November 2014. You can follow the current progress on:

Twitter | Facebook | Website

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World Editing in Spellwrath

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Spellwrath concists of an entire continent made up of billions and billions of Voxels. Placing each by hand would be crazy... Obviously, I'll need some little programmatic helpers. So, here is a quick overview of the 3 techniques I use:

Heightmaps

The probably most basic tool to creating large landscapes are heightmaps. It's pretty easy and fast to create entire worlds using photoshop and have them generated by an engine. As a matter of fact, there are entire tools out there that can help with that!

For Spellwrath at the moment, Photoshop is the tool of choice. However, the problem with standard monochromatic heightmaps is that there is no color/material information - only height. Therefore, I decided to use each of the 3 color channels for different things:

  1. Red - Heightmap
  2. Green - Material / Color
  3. Blue - Special markings, like buildable areas.

In total I use a 8192 x 8192 Image file. I would love to have an even bigger image, but I didn't want to split the image and going larger destroys my Computer. Therefore the mapping isn't 1 to 1, but rather each Pixel of that map translates into at least 128 Voxels. Yes, that's at least 8.589.934.592 Voxels. But the Engine I wrote for Spellwrath can handle rendering all of them on screen using a technique called Sparse Voxel Octrees.

What does the heightmap look like at the moment? Well, it's very very boring:

height SMALL


Placing Elements

The next step in the process of creating the world for Spellwrath is placing larger Objects. You may have seen that in the Game you can build buildings. I use this same technique to place other things inside the World. For example, below I've started working on a small Editor and tested it out by placing Trees:

forest

It's not a very complex process in itself, but took a very long while to get working from a programming perspective.


Voxel-by-Voxel Editing

And in the final step, I can always manipulate individual Voxels. This is obviously a last resort method for touching up certain areas or adding a tiny bit more detail. Editing billions of voxel by hand would be insane!

island


Final Words

This is all still an early look at the world building aspect of the Game. I am yet to reach the phase of actually generating content, as the Game Mechanics themselves are not yet fully implemented.

But I thought it would fun to share :)

Cheers,

Michael

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Indoor Scenes

Indoor Scenes

News

Indoor Scenes now work as intended and appear to be actually useful!

Comments
blackgobygames
blackgobygames

This looks great, any plans for a demo?

Reply Good karma Bad karma+1 vote
mystic_swamp
mystic_swamp

This game actually looks super sick. Wow.

Reply Good karma Bad karma+2 votes
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Spellwrath
Platforms
Windows, Mac, Linux
Engine
Custom
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Homepage
Spellwrath.com
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Style
Theme
Fantasy
Players
Single Player
Project
Indie
Twitter

Latest tweets from @spellwrath

RT @reduzio: I created a dynamic, open world, infinite bounces, mostly leak free, high performance, global illumination for Godo… T.co

20hours ago

RT @clayxels: some clayxels gardening to show what you'll be able to do with a couple of cubes and a simple @AmplifyCreates shade… T.co

May 31 2020

RT @adamiseve: landscape/tribe study T.co

May 27 2020

RT @djamilaknopf: Process of “Home” 🌱🐈 One of the more recent pieces that is included in the art book. Tiny.cc T.co

May 24 2020

RT @knarkowicz: Finally, it is public! So happy to have a chance to work on the Lumen (real-time GI) for the UE5! Unrealengine.com

May 13 2020

RT @fabynou: Really cool how NVIDIA has released whitepapers detailing each of their architecture from Tesla (2006) to Turing (2… T.co

May 6 2020

RT @MasuyamaOsamu: 手描きイメージボード まとめ #背景美術 #backgroundart T.co

May 3 2020

RT @yosshin4004: #つぶやきGLSL void main(){vec3 d=vec3(gl_FragCoord.xy/r-.5,.8),p=vec3(0,sin(t*12.)/2e2,t),q;for(int i=0;i<99;i++){p+=d*… T.co

Apr 18 2020

After 3 long years of not working on my game, finally decided to get back at it! #GameDev

Apr 1 2020

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