{"id":2835,"date":"2013-06-10T16:43:33","date_gmt":"2013-06-10T06:43:33","guid":{"rendered":"http:\/\/www.vectorstorm.org\/?p=2835"},"modified":"2013-06-10T16:43:33","modified_gmt":"2013-06-10T06:43:33","slug":"dudes","status":"publish","type":"post","link":"https:\/\/www.vectorstorm.com.au\/2013\/06\/10\/dudes\/","title":{"rendered":"Dudes"},"content":{"rendered":"

\"Screen<\/a>I’ve finally gotten around to starting on implementing the simple “block” representation of player characters in MT2.\u00a0 For quite a while, I was thinking about using sprites for the player characters, perhaps similar to the simple, iconic ones in Prison Architect<\/a>.\u00a0 But because our camera can zoom right down to ground level, I felt that that approach wasn’t going to fully work.\u00a0 So instead, I’m going for a very simple blocky “low-polygon” look, I think.<\/p>\n

This is a screenshot of the very first time I ran MT2, using procedurally generated models instead of simple blocks.<\/p>\n

Important things to notice:<\/p>\n