Khaelis' Arcane Inspired Adventure [DEPCREATED]

What happened to my previous AA inspired post?

TL;DR

Messy and every-changing development struggles, bad communication with people of interest.

It was a pool of messy development plans, the Google Sheet was inaccurate to where I in reality was, I never gave consistent enough updates or really anything to look at, which only discouraged me from working on it further.

What is this post about then?

TL;DR

It’s a “Remake” of the old topic, and has a new form of showcasing development changes.

It’s about the adventure towards a functional “clone”, “spin-off”, however you may call it. It will be sectioned into individual dates and a roadmap showcasing what I need to do.

I will rarely update by adding a comment onto the post, rather preferring editing the post itself to add images and/or videos, adding more onto the roadmap, as well as more to the Q&As. The only times I’ll reply as a comment is when a major change is completed.

As for the start of the development, not much will occur due to the fact the early stages are nigh-always back-end exclusive.


Roadmap

Changes will be set here overtime, sometimes ticked off, removed, or new ones added.

Heads Up Display

  • Currency Display
    Show the replicated currency value from the server.
  • Health Bar
    Update counter when the player’s current or maximum health changes.
    Lerp between LOW_HEALTH_COLOR & FULL_HEALTH_COLOR based on the percentage of health left.
  • Energy Bar
    Update counter when the player’s current or maximum energy changes.
    • Lerp between LOW_ENERGY_COLOR & FULL_ENERGY_COLOR based on the percentage of health left.
      • Calculate LOW_ENERGY_COLOR based on magic definition color.
  • Stamina Bar
    Update counter when the player’s current or maximum stamina changes.
    Lerp between LOW_STAMINA_COLOR & FULL_STAMINA_COLOR based on the percentage of health left.
  • Menu Grid WORK IN PROGRESS

Character Customization

  • User Interface
    • Category navigational arrows
      Tops “Shirts”
      Bottoms “Pants”
    • Available colors as buttons
      Tops “Shirts”
      Bottoms “Pants”
  • Hair navigational arrows
  • Definitions[1]
    • Tops “Shirts”
      Colors
      Categories
    • Bottoms “Pants”
      Colors
      Categories
    • Hairs
      Accessories

Documentation

Marginally empty due to lack of features, would show important features such as Character Customization and Magic System.

Sand Texturing
TL;DR

Created wetness texture for sand under the ocean using the “Makeup” beta, see first picture.

Sand under the sea would of course be darker, therefore I’ve created a 4x4 gradient in Figma with an increased UVScale, slightly red-tinted Color3 and 1/3 transparency to achieve a wet sand result, this is subject to change.


As you are able to see, this looks like Arcane Odyssey’s sand texture method due to the fact the upper is brighter than the lower, however, Arcane Odyssey utilizes a different approach by highlighting the edge whilst making the Wedge/CornerWedge darker to emulate the same result.

Unfortunately, due to the fact UVScale is utilized, it will not be released until the Makeup Beta is released to clients.

Heads Up Display
Version 1

I took heavy inspiration from AO’s earlier HUD[2] to create my own version, it’s currently completely unfunctional.


Q&A

Any important questions will be added to here in case people get curious.

How did you retrieve the Magic Circle and Icon styles?

Huge credit to Tobi’s Magic Circle Hub for allowing use of his designs with the sole exception of having to credit them, but it doesn’t bother me, I enjoy crediting someone who has created a god sent.

How did you retrieve the Clothing and Hairs?
  • Hairs I took directly from the freely viewable Arcane Odyssey hairs, as they are most in-tune with the Arcane Universe.
  • Clothing I took from Vetex’s own inventory, as they are freely available to take the ID from.
How are you optimizing the different aspects of your game?

In a rather simple way; limiting the Hz on continuously looping features[3], sending buffers instead of numbers to reduce network strain, and using UnreliableRemoteEvent[4] in case I need to replicate to the server in previously mentioned continuously looping features.

I attempted to make it as readable as possible despite my mediocre English knowledge, feel free to ask questions and suggest changes you may deem viable for the project.


  1. The back-end data of each clothing piece, which can allow for more clothes to be added. ↩︎

  2. Heads Up Display ↩︎

  3. RunService, While _ Do and so on. ↩︎

  4. Normal RemoteEvents utilize TCP for networking, which takes a considerable amount of time as it needs to check if the signal arrived to the server/client, UnreliableRemoteEvents use UDP, where it just sends and never checks if it made it through, but has a chance to fail due to said fact. ↩︎

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Isn’t it possible to make modular meshparts with coloured vertices to achieve the same result?

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In a sense, yes.
However, as vertex coloring is a linear interpolation rather than a customizable range, it tends to look a bit… too smooth.

Using the decal approach, I can customize how high the wet line is, the sharpness of the gradient and in the near future rotation - if I ever do need it.

Here’s a showcase of significantly sharper wet sand, with the UVScale increased from 1,21, 8.

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