New year, new Pterosaur!
Wait, no, is that how the saying goes? Anyway, as the calendar year ticks up one and we all return from a well deserved Christmas break, we get right back to work on DInolords, and a bunch of cool stuff is going on right now.
In this monthly, we will have a look at some new 3D models and go on a bit of a technical journey into navmesh and the intricacies of making our own bespoke navmesh system for Dinolords.
In case you didn't know or hadn't seen yet, we put a new episode of our behind-the-scenes video series up on Youtube you can watch it here!
We finally give a tiny tour of our new - slightly smaller but much newer - office and Michael talk about some of the new combat-units that have made it into the game as well as a little reflection on a year of development past.
In Danish we say "Mange bække små gør en stor å", I guess the closest translation is "Little strokes fell great oaks", and making the world of Dinolords come alive and feel as it is actually lived in takes a bunch of effort. Loads of small touches ranging from making the layout of a level, placing just the right tree in a specific spot, to making and texturing the 3D models that can be found across the world make up a large bulk of work.
We want to start out by showcasing some of the things that might seem like small things in isolation, but in reality are key to making the world tangible. Small cart in both a working and less-than-working condition.